MantisBT - Zandronum
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0000343Zandronum[All Projects] Bugpublic2011-03-22 09:192018-09-30 23:20
unknownna 
Torr Samaho 
normalminoralways
closedfixed 
98d 
2.02.0 
0000343: Vanilla hitscan/projectile kickback
It seems that the kickback was a lot stronger in Vanilla Doom. You could rocket jump further.
1) Start Skulltag / Chocolate Doom with the example WAD loaded.
2) Start a standard new game.
3) Tap +forward once to get the items. Don't look left/right/up/down.
4) Fire.
Special thanks to DoomGater for reporting this issue.
No tags attached.
related to 0000097closed Torr Samaho backport 'A_VileAttack' fix from ZDoom r1745 
child of 0001490closed Torr Samaho Backport ZDoom 2.5.0 
? rocket_kickback_test.wad (2,114) 2011-03-22 09:19
/tracker/file_download.php?file_id=214&type=bug
Issue History
2011-03-22 09:19unknownnaNew Issue
2011-03-22 09:19unknownnaFile Added: rocket_kickback_test.wad
2011-03-22 11:03Edward-sanNote Added: 0001177
2011-03-22 11:45unknownnaNote Added: 0001178
2011-03-22 11:46unknownnaCategorySuggestion => Bugs
2011-03-22 11:49unknownnaReproducibilityN/A => always
2011-03-22 12:08unknownnaNote Edited: 0001178bug_revision_view_page.php?bugnote_id=1178#r595
2011-03-24 01:44unknownnaNote Edited: 0001178bug_revision_view_page.php?bugnote_id=1178#r597
2011-03-24 20:46unknownnaRelationship addedrelated to 0000097
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2012-09-01 14:42Torr SamahoStatusnew => acknowledged
2012-09-01 14:42Torr SamahoResolutionopen => backport later
2013-09-08 13:45DuskTarget Version => 2.0
2013-09-08 13:45DuskRelationship addedchild of 0001490
2013-10-06 17:44ArcoNote Added: 0007329
2013-10-08 20:03ArcoStatusacknowledged => resolved
2013-10-08 20:03ArcoFixed in Version => 2.0-beta
2013-10-08 20:03ArcoResolutionbackport later => fixed
2013-10-08 20:03ArcoAssigned To => Arco
2013-10-08 20:19Blzut3Assigned ToArco =>
2013-10-08 20:19Blzut3Fixed in Version2.0-beta => 2.0
2013-10-22 17:01DuskStatusresolved => assigned
2013-10-22 17:01DuskAssigned To => Torr Samaho
2013-10-22 17:02DuskStatusassigned => resolved
2018-09-30 23:20Blzut3Statusresolved => closed

Notes
(0001177)
Edward-san   
2011-03-22 11:03   
Actually I was able to reproduce this in zdoom r1551, but it seems fixed in recent revisions. Wait for backport (i don't know which revision fixed the problem).
(0001178)
unknownna   
2011-03-22 11:45   
(edited on: 2011-03-24 01:44)
Hmm, it seems that you are right about this. Nice find. It started to work properly in 2.4.0.

Edit:

I transformed this into a bug report.

I wonder if it was fixed here:

'http://www.zdoom.org/Changelog/1668/files [^]'

* Removed damage thrust clamping in P_DamageMobj and changed the thrust calculation to use floats to prevent overflows. The prevention of the overflows was the only reason the clamping was done.

'http://www.zdoom.org/Changelog/1670/files [^]'

* Reintroduced damage thrust clamping but with a higher threshold. The clamping is now also done in floating point before any fixed point overflows can occur.

(0007329)
Arco   
2013-10-06 17:44   
Works as intended in v2.0.