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IDProjectCategoryView StatusDate SubmittedLast Update
0003331Zandronum[All Projects] Bugpublic2017-11-05 16:352018-11-25 15:18
Assigned To 
PlatformOSOS Version
Product Version3.0 
Target VersionFixed in Version 
Summary0003331: A_SeekerMissile( 0, 0 ) turns directly on target in specific situation.
DescriptionI spawn a projectile with track owner using a custom missile.

Than I spawn a projectile with a spawnitemEx with flag SXF_TRANSFERPOINTERS.

Than this projectile well it ahs some set speed and here lies first problem.

A fist call to A_SeekerMissile( 0, 0 ) that normaly does nothng causes projectile to RESET it's speed to the actor definition speed. This bug is the small problem here.

IT ALSO cases the projectile to IMMEDITALY face the fucking tracer. While it should not, it's set to 0. After that first call it works just as it should.
Steps To ReproduceIll post eample wad later on.
Additional Informationchecked stable and unstable for linux opensuse
Attached Files? file icon test_seek.pk3 [^] (891 bytes) 2017-11-05 17:10
? file icon test_seek_speed.pk3 [^] (887 bytes) 2017-11-05 19:09

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-  Notes
User avatar (0018795)
Filystea (reporter)
2017-11-05 17:11
edited on: 2017-11-05 17:11

Uploaded the test wad. Seems it just faces random direction duno. But it's totally a fucking bug. Seems it's a spawnitemex bug of not makign projectile turn the direction it is SHOOTED.

User avatar (0018796)
Dusk (developer)
2017-11-05 18:29

Can you please elaborate how the problem manifests in the example wad? Stuff is happening but it's not obvious to me where's the problem.

What happens and what do you expect to happen instead, inside the game?
User avatar (0018798)
Filystea (reporter)
2017-11-05 19:14
edited on: 2017-11-05 19:18

First bug.

We give some new speed to a slow by definition projectile.

after using the A_SeekerMissile( 0, 2 ) in the code for the first time the speed changes from 15 in example set with A_SpawnItemEx to 2 just as set with the default actor definition.

Run the test_seek_speed.pk3 map1 doom 2

Noclip and god and go to imps with shotgun ( run ultra volience )

Look what happens. A perfect example.

If I set speed of a projectile with the A_SpawnItemEx should it not be the ne default defined speed of a projectile? The behavior here is undefined so I am not sure what should I expect.

Tho if i use the same speed as the projectile default definition there is ofc no problem.

now the second bug. The one hard to deal with.

The test_seeker.pk3 again exampel is on imps.

If the projectile is supposed to be a seeker I expect it to turn SLOWLY in my direction Justa s set in code. But here at the first call to this function we have a sudden change of direction. It shoudl slowly face me but instead it SUDDENLY changes direction and than finaly works as i expect. Slowly tries to face me.

It's like the projectile is facing other direction than it is actualy flying to.

User avatar (0018799)
Filystea (reporter)
2017-11-05 19:26
edited on: 2017-11-05 19:28

Actualy I could easily fix the second problem with a call to [^]


But it seems it is not in zandronum yet?

But if there is no way to guess what is the facing vector or way to change it manualy than I guess this is bug.

User avatar (0018801)
Dusk (developer)
2017-11-05 20:07

If I set speed of a projectile with the A_SpawnItemEx should it not be the ne default defined speed of a projectile? The behavior here is undefined so I am not sure what should I expect.

The "speed" property states the default speed of the projectile. If you use A_SpawnItemEx to spawn something, it will be tossed with the provided velocity vector instead. However, since it's a seeking projectile, it will continue to try to move using the "speed" property. This is why you are supposed to use A_CustomMissile to spawn projectiles like this.

Does this resolve your issue? If not, please answer my first question as to what you expect to happen in the example wad, such as "fireball should fly at the player with approximately the speed of light but flies at 2km/h instead"
User avatar (0018802)
Filystea (reporter)
2017-11-05 20:15
edited on: 2017-11-05 20:15

This answers the speed problem. Ok I am fine if this is how it is supposed to be. What about facing some unknow direction after being spawned.

The projectile should face it's flying direction PATH. But it faces somemethign else. Just as i pointed out.

A_FaceMovementDirection would sove this problem but well it did not work for me in the 3.0 stable.

Did not work here vide not implemented.

User avatar (0020191)
Filystea (reporter)
2018-11-25 15:18


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- Issue History
Date Modified Username Field Change
2017-11-05 16:35 Filystea New Issue
2017-11-05 17:10 Filystea File Added: test_seek.pk3
2017-11-05 17:11 Filystea Note Added: 0018795
2017-11-05 17:11 Filystea Note Edited: 0018795 View Revisions
2017-11-05 18:29 Dusk Note Added: 0018796
2017-11-05 18:29 Dusk Status new => feedback
2017-11-05 18:29 Dusk Priority immediate => normal
2017-11-05 18:29 Dusk Severity major => minor
2017-11-05 19:09 Filystea File Added: test_seek_speed.pk3
2017-11-05 19:14 Filystea Note Added: 0018798
2017-11-05 19:14 Filystea Status feedback => new
2017-11-05 19:17 Filystea Note Edited: 0018798 View Revisions
2017-11-05 19:18 Filystea Note Edited: 0018798 View Revisions
2017-11-05 19:26 Filystea Note Added: 0018799
2017-11-05 19:28 Filystea Note Edited: 0018799 View Revisions
2017-11-05 20:07 Dusk Note Added: 0018801
2017-11-05 20:07 Dusk Status new => feedback
2017-11-05 20:15 Filystea Note Added: 0018802
2017-11-05 20:15 Filystea Status feedback => new
2017-11-05 20:15 Filystea Note Edited: 0018802 View Revisions
2018-11-25 15:18 Filystea Note Added: 0020191

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