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IDProjectCategoryView StatusDate SubmittedLast Update
0000097Zandronum[All Projects] Suggestionpublic2010-10-11 06:032018-09-30 22:55
Reporterunknownna 
Assigned ToTorr Samaho 
PrioritylowSeverityminorReproducibilityalways
StatusclosedResolutionfixed 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version98c 
Target Version2.0Fixed in Version2.0 
Summary0000097: backport 'A_VileAttack' fix from ZDoom r1745
DescriptionCurrently in 98c, the Arch-Vile attack thrusts you up much higher and faster compared to vanilla Doom. This was fixed in ZDoom r1745.
Additional Information'http://zdoom.org/Changelog/1745/files [^]'
Attached Files

- Relationships
related to 0000343closedTorr Samaho Vanilla hitscan/projectile kickback 
child of 0001490closedTorr Samaho Backport ZDoom 2.5.0 

-  Notes
User avatar (0001709)
Torr Samaho (administrator)
2011-05-21 16:32

Unfortunately backporting this fix in an out of order manner is cumbersome because it was made after several other changes in A_VileAttack that Skulltag doesn't have yet. I could do this, but this would create additional overhead once I completely upgrade the ZDoom base again.
User avatar (0001716)
unknownna (updater)
2011-05-21 20:12
edited on: 2015-06-06 23:41

I see. Well, you're the boss. It's your call. But I know that players would prefer the proper Doom behavior over the broken ZDoom behavior. For instance, you can't use the Arch-vile jump trick or the rocket jump trick properly in ST due to the broken ZDoom behavior.

I suppose that backporting the fixes in P_DamageMobj and P_ZMovement would create similar obstacles as well, right?

User avatar (0001723)
Torr Samaho (administrator)
2011-05-21 22:59

> I suppose that backporting the fixes in P_DamageMobj and P_ZMovement would create similar obstacles as well, right?

Not necessarily. A lot of the ZDoom fixes can be backported easily, I will have to look at them in detail though to be sure.
User avatar (0007230)
Toxicity (reporter)
2013-09-18 23:57

And there will be a flag that enables the "old" behavior, right? There are some mods (not many, just Deathrun off the top of my head) which rely on the high thrust provided by Arch-Vile attacks.
User avatar (0007237)
Qent (updater)
2013-09-19 00:58

I believe that can be easily fixed with a DECORATE patch.
User avatar (0007240)
Edward-san (developer)
2013-09-19 09:57

backported for version 2.0.
User avatar (0007331)
Arco (updater)
2013-10-06 17:46

Works as intended in v2.0.

Issue Community Support
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
Supporters: ZzZombo
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2010-10-11 06:03 unknownna New Issue
2011-03-24 20:46 unknownna Relationship added related to 0000343
2011-05-21 16:32 Torr Samaho Note Added: 0001709
2011-05-21 20:12 unknownna Note Added: 0001716
2011-05-21 22:59 Torr Samaho Note Added: 0001723
2012-06-09 13:22 Torr Samaho Category General => Bug
2012-09-01 14:12 Torr Samaho Status new => acknowledged
2012-09-01 14:12 Torr Samaho Resolution open => backport later
2013-09-08 13:42 Dusk Relationship added child of 0001490
2013-09-08 13:42 Dusk Target Version => 2.0
2013-09-18 23:57 Toxicity Note Added: 0007230
2013-09-19 00:58 Qent Note Added: 0007237
2013-09-19 09:57 Edward-san Note Added: 0007240
2013-10-06 17:46 Arco Note Added: 0007331
2013-10-13 22:14 Arco Status acknowledged => resolved
2013-10-13 22:14 Arco Resolution backport later => fixed
2013-10-13 22:14 Arco Category Bug => Suggestion
2013-10-13 22:14 Arco Fixed in Version => 2.0
2013-10-13 22:30 Dusk Assigned To => Torr Samaho
2015-06-06 23:41 unknownna Note Edited: 0001716 View Revisions
2018-09-30 22:55 Blzut3 Status resolved => closed






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