MantisBT - Zandronum |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0003079 | Zandronum | [All Projects] Bug | public | 2017-04-20 15:59 | 2024-03-01 18:53 |
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Reporter | Cutman | |
Assigned To | Torr Samaho | |
Priority | high | Severity | major | Reproducibility | always |
Status | confirmed | Resolution | backport later | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 3.0-beta | |
Target Version | | Fixed in Version | | |
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Summary | 0003079: Bouncing projectiles slide ontop of actors instead of damaging them (3.0) |
Description | Bouncing projectiles don't seem to be behaving properly when landing on top of a shootable actor's hitbox. The projectile will weirdly "slide" over the actor and continue, without even damaging the actor.
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Steps To Reproduce | 1. Download the file below and run it with Doom2.
2. Summon a "DoomPlayer" as a test target.
3. Jump ontop of the dummy marine and look down at him so your crosshair is pointing into his hitbox.
4. Type "Summon BounceTest" to fire a bouncing projectile with 500 damage.
5. The projectile will slide over his head without doing any damage at all (If it kills him, try aiming into his hitbox at different angles) |
Additional Information | Was working correctly in the previous Zandronum. Also this behavior is fixed in the latest version of GZDoom.
Changing the bouncetype, size of the projectile etc seems to have no effect. |
Tags | No tags attached. |
Relationships | |
Attached Files | bouncetest.wad (185) 2017-04-20 15:59 https://zandronum.com/tracker/file_download.php?file_id=2071&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2017-04-20 15:59 | Cutman | New Issue | |
2017-04-20 15:59 | Cutman | File Added: bouncetest.wad | |
2017-04-20 19:43 | Torr Samaho | Note Added: 0017241 | |
2017-04-20 19:49 | Cutman | Note Added: 0017242 | |
2017-04-22 08:56 | Torr Samaho | Note Added: 0017248 | |
2017-04-22 08:56 | Torr Samaho | Assigned To | => Torr Samaho |
2017-04-22 08:56 | Torr Samaho | Status | new => feedback |
2017-04-22 12:12 | Cutman | Note Added: 0017251 | |
2017-04-22 12:12 | Cutman | Status | feedback => assigned |
2024-03-01 18:53 | Ru5tK1ng | Note Added: 0023184 | |
2024-03-01 18:53 | Ru5tK1ng | Status | assigned => confirmed |
2024-03-01 18:53 | Ru5tK1ng | Resolution | open => backport later |
Notes |
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Quote from Cutman Also this behavior is fixed in the latest version of GZDoom.
Does this mean that it is also broken in GZDoom 1.8.6? |
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(0017242)
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Cutman
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2017-04-20 19:49
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It is indeed broken in 1.8.6 |
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Can somebody check when (G)ZDoom fixed this? |
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(0017251)
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Cutman
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2017-04-22 12:12
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Looks like it's fixed in 1.9. Might have to way for a codebase upgrade. |
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