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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 | ||||
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 | ||||||
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. | ||||||||
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. | ||||||||
Attached Files | |||||||||
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unknownna (updater) 2011-02-02 03:29 |
Sounds like a duplicate of: 'http://www.skulltag.com/forum/viewtopic.php?f=33&t=26582 [^]' 'http://forum.zdoom.org/viewtopic.php?f=2&t=26804 [^]' |
TheMisterCat (reporter) 2011-02-02 05:25 |
Yes, I just thought it might be worth adding to the new bug tracker. |
TIHan (reporter) 2012-03-01 07:14 |
This should be closed as it is not a Skulltag issue. ALLOWBOUNCEACTORS is not even in Skulltag yet, so the example wad breaks. |
unknownna (updater) 2012-04-26 20:40 |
'http://zdoom.org/Changelog/3596/files [^]' * Fixed: Bouncing missiles landing on an actor would just stop rather than bounce. 'http://zdoom.org/Changelog/3597/files [^]' * Implicitly set MF2_PASSMOBJ when BounceType is used in an actor definition so that actors under or above the bouncer can be checked for bouncing. 'http://zdoom.org/Changelog/3598/files [^]' * On second thought, using FloorBounceMissile() for bouncing off the top of an actor might not be the best idea. |
Torr Samaho (administrator) 2012-08-05 14:51 |
Needs to be backported later. |
Hypnotoad (reporter) 2015-05-11 19:59 |
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. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | Frits Konda Dusk |
Opponents: | No one explicitly opposes this issue yet. |
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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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