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projectiles fly through walls

 
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bond
On a Rampage!


Joined: 30 Apr 2002
Location: Russia

PostPosted: Fri Mar 01, 2013 8:04 am    Post subject: projectiles fly through walls Reply with quote

one more bug (or at least strange feature) - projectiles fly through walls
vanilla has such bug/feature, but only for mancubus, as i know
now (1.09.01) all projectile monsters seems can do it

demos
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Memfis
MemfisWatt


Joined: 29 Oct 2011

PostPosted: Fri Mar 01, 2013 9:01 pm    Post subject: Reply with quote

I think it's possible for all monsters in Vanilla, it just happens more often with mancubuses because their projectiles are very fast.
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phenex2
Unstoppable!


Joined: 10 Jan 2008

PostPosted: Sat Mar 02, 2013 5:17 am    Post subject: Reply with quote

i just checked the vanilla source code and ours. the mancubus projectile has a radius of 6 and a speed of 20 and can fly through walls sometimes.
the imp fireball has a speed of 10 and the baron slime has a speed of 15 and both have a radius of 6.
when fast monsters are enabled the fireball and slime have speed 20 ... this means they will behave exactly like the mancubus projectile!
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bond
On a Rampage!


Joined: 30 Apr 2002
Location: Russia

PostPosted: Sat Mar 02, 2013 8:23 am    Post subject: Reply with quote

well.. is it possible to remove this "feature" then?
I did not understand what good is it - imho its just a bug
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Sr69Mm-jC
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Joined: 21 Jul 2011

PostPosted: Sat Mar 02, 2013 10:56 am    Post subject: Reply with quote

bond wrote:
well.. is it possible to remove this "feature" then?
I did not understand what good is it - imho its just a bug

ever heard of "vanilla compatibility"
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bond
On a Rampage!


Joined: 30 Apr 2002
Location: Russia

PostPosted: Sat Mar 02, 2013 11:54 am    Post subject: Reply with quote

Sr69Mm-jC wrote:
ever heard of "vanilla compatibility"

what is it? something like a religion? dm/compatflags can help fanatics..
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phenex2
Unstoppable!


Joined: 10 Jan 2008

PostPosted: Sat Mar 02, 2013 5:44 pm    Post subject: Reply with quote

doom uses a discrete collision detection. so a possible 'fix' might be to implement a continous collision detection which would be a 'deep' engine change with possibly lots of side effects (say bye to glides and other engine 'tricks').
if you think that the work needed and possible risks it brings are still worth to fix this behaviour then we might reconsider looking into it when we have more time for such things.
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bond
On a Rampage!


Joined: 30 Apr 2002
Location: Russia

PostPosted: Sat Mar 02, 2013 8:17 pm    Post subject: Reply with quote

ah no, I can easily live with this )
departing from the wall (fast) projectiles can make the game more interesting - it's like an invisible projectiles of revenants in previous versions, support the players in good shape )
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