MantisBT - Zandronum |
| View Issue Details |
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| ID | Project | Category | View Status | Date Submitted | Last Update |
| 0000277 | Zandronum | [All Projects] Bug | public | 2011-02-02 02:07 | 2018-09-30 22:29 |
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| Reporter | TheMisterCat | |
| Assigned To | Torr Samaho | |
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | closed | Resolution | fixed | |
| Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
| Product Version | 98d | |
| Target Version | 3.0 | Fixed in Version | 3.0 | |
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| Summary | 0000277: Bouncing collision detection on the Z axis |
| Description | With ANY bouncing flags, if a projectile hits the top of an actors hitbox, it won't bounce away, rather, it will fall inside the actor, losing all momentum.
This will happen if
a) the bouncer has +BOUNCEONACTORS and hits a shootable actor
b) the bouncer is a regular projectile which hits a nonshootable actor
c) pretty much any time it doesn't enter its death or crash states.
This issue has not been fixed in zdoom or gzdoom.
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| Steps To Reproduce | Take one bouncing projectile, fire it at an angle which will cause it to land on an actor from above. ???, profit. |
| Additional Information | Example wad: [url]http://www.mediafire.com/?7qs106ou08vnq0c[/url]
A bouncer with the +CANPASS flag is capable of recognizing an actors Z height, however, it still loses all vertical momentum when it touches one. |
| Tags | Bouncing, collision, physics, projectiles |
| Relationships | | child of | 0002172 | closed | Torr Samaho | Upgrade GZDoom base to 1.8.6 |
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| Attached Files | |
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| Issue History |
| Date Modified | Username | Field | Change |
| 2011-02-02 02:07 | TheMisterCat | New Issue | |
| 2011-02-02 03:29 | unknownna | Note Added: 0000921 | |
| 2011-02-02 05:25 | TheMisterCat | Note Added: 0000923 | |
| 2012-03-01 07:14 | TIHan | Note Added: 0002725 | |
| 2012-04-26 20:40 | unknownna | Note Added: 0003453 | |
| 2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
| 2012-08-05 14:51 | Torr Samaho | Note Added: 0004266 | |
| 2012-08-05 14:51 | Torr Samaho | Status | new => acknowledged |
| 2012-08-05 14:51 | Torr Samaho | Resolution | open => backport later |
| 2015-04-05 07:25 | WaTaKiD | Relationship added | child of 0002172 |
| 2015-04-05 07:26 | WaTaKiD | Target Version | => 3.0 |
| 2015-05-09 13:57 | Dusk | Status | acknowledged => assigned |
| 2015-05-09 13:57 | Dusk | Assigned To | => Torr Samaho |
| 2015-05-09 13:58 | Dusk | Status | assigned => needs testing |
| 2015-05-11 19:59 | Hypnotoad | Note Added: 0012244 | |
| 2015-05-11 20:06 | WaTaKiD | Status | needs testing => resolved |
| 2015-05-11 20:06 | WaTaKiD | Resolution | backport later => fixed |
| 2015-05-11 20:06 | WaTaKiD | Fixed in Version | => 3.0 |
| 2018-09-30 22:29 | Blzut3 | Status | resolved => closed |
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Notes |
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Yes, I just thought it might be worth adding to the new bug tracker. |
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(0002725)
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TIHan
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2012-03-01 07:14
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This should be closed as it is not a Skulltag issue. ALLOWBOUNCEACTORS is not even in Skulltag yet, so the example wad breaks. |
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Needs to be backported later. |
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I tested the example wad provided in 3.0, the actors bounce successfully on the shootable soulspheres, indicating that this is fixed in 3.0. |
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