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IDProjectCategoryView StatusDate SubmittedLast Update
0000207Zandronum[All Projects] Suggestionpublic2010-11-25 01:392016-04-17 23:30
ReporterAnonymous 
Assigned To 
PrioritynormalSeverityfeatureReproducibilityN/A
StatusclosedResolutiondenied 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version98d 
Target VersionFixed in Version 
Summary0000207: New compat Flag : Vanilla Style Autoaim
DescriptionAutoaim is heavily nerfed in Skulltag as compared to Vanilla Doom. This'll help Old-doomers feel right at home.
Attached Files? file icon autoaim_test_01.wad [^] (2,116 bytes) 2011-04-22 06:21

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-  Notes
User avatar (0000718)
TIHan (reporter)
2010-12-10 22:23

You probably need to take this up with ZDoom first.
User avatar (0001406)
unknownna (updater)
2011-04-22 06:16
edited on: 2011-04-22 06:34

Under which circumstances is the vanilla autoaim more accurate than the (G)ZDoom/Skulltag one? From what I can tell, it's actually the other way around. Load the test WAD in Chocolate Doom/(G)ZDoom/Skulltag and compare for yourself. In (G)ZDoom/Skulltag, the player is able to hit the voodoo doll (even with compat_hitscan set to 1) in both maps, i.e., MAP01 and MAP02. MAP01 barely works in Chocolate Doom and MAP02 doesn't work at all. I'm going to assume that Doom2.exe behaves like Chocolate Doom in this regard.

User avatar (0014726)
Ru5tK1ng (updater)
2016-04-17 23:30

Considering the autoaim behavior is the same between GZdoom and Zandronum, this is something that should ZDoom has to take up.

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- Issue History
Date Modified Username Field Change
2010-11-25 01:39 Anonymous New Issue
2010-12-10 22:23 TIHan Note Added: 0000718
2011-04-22 06:16 unknownna Note Added: 0001406
2011-04-22 06:16 unknownna Status new => feedback
2011-04-22 06:21 unknownna File Added: autoaim_test_01.wad
2011-04-22 06:34 unknownna Note Edited: 0001406 View Revisions
2016-04-17 23:30 Ru5tK1ng Note Added: 0014726
2016-04-17 23:30 Ru5tK1ng Status feedback => closed
2016-04-17 23:30 Ru5tK1ng Resolution open => denied






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