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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0004462 | Zandronum | [All Projects] Bug | public | 2025-02-06 06:51 | 2025-02-27 20:48 | ||||||||
Reporter | Ivan | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||||||
Status | acknowledged | Resolution | waiting for zdoom | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | 3.1 | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0004462: Projectile with BounceFactor behaves weirdly with THRUGHOST | ||||||||||||
Description | A simple projectile actor that has Gravity, BounceFactor and BounceType all defined differently than default with +THRUGHOST flag seems to "bump" upwards when colliding with a ghost actor. This happens in both Singleplayer and Multiplayer regardless of gamemode. | ||||||||||||
Steps To Reproduce | - Summon Spectre2 - Summon Grenade2, looking at the spectre - Notice the grenade will weirdly "propel" itself upwards instead of just going through normally | ||||||||||||
Attached Files | ![]() | ||||||||||||
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unknownna (updater) 2025-02-27 20:48 |
It seems to behave the exact same way in GZDoom 1.8.6 and 4.1.2b. If you wish to change this minor behavior, it needs to be reported to the GZDoom forums. It probably tries to bounce off the actor when going through it. |
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Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2025-02-06 06:51 | Ivan | New Issue | |
2025-02-06 06:51 | Ivan | File Added: grenade_desync.pk3 | |
2025-02-27 20:48 | unknownna | Note Added: 0024220 | |
2025-02-27 20:48 | unknownna | Status | new => acknowledged |
2025-02-27 20:48 | unknownna | Resolution | open => waiting for zdoom |
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