[all] Bouncing collision
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[all] Bouncing collision
Are there any plans to ever fix the bouncing code up a little? As it currently stands, bouncing off walls and floors is fine, but anything that hits a ceiling automatically loses all bouncing properties, and anything that lands on top of an actors hitbox falls inside it and becomes stuck
Re: [all] Bouncing collision
What bouncing style and flags are you using? I've successfully made actors that bounced happily forever and ever, including on ceilings.
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Re: [all] Bouncing collision
admittedly I am using skulltag, which has the older bounce flags, but i have tested in zdoom (2.4.1 at least) and if a bouncer falls on top of an actor, it goes straight through (and makes a lot of bouncing noises), loses its momentum. +CANPASS stops it from falling through but it then doesn't bounce. I've tried with all the skulltag-supported bouncetypes, not MBF though
Re: [all] Bouncing collision
Can you make a demo level to illustrate your problems?
- InsaneFury
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Re: [all] Bouncing collision
I noticed the jumpy/get stuck part with my Caco Football (http://forum.zdoom.org/viewtopic.php?f=3&t=26610&p) and I assumed it happened whenever the player touched it (i.e. actor hitbox clash) or when it was close to a wall. Not sure if it's related.
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Re: [all] Bouncing collision
Is this being looked into at all? The above link is an example...
Re: [all] Bouncing collision
I think this has something to do with the fact that actor bouncing is checked for in P_XYMovement, but not P_ZMovement. This might be fixable by adding an actor bounce check somewhere in P_ZMovement, since a floor bounce check is also there.
- Minigunner
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Re: [all] Bouncing collision
There's also the fact that if a bouncing actor hits a wall at a near-parallel angle, it will bounce indefinitely on said wall and will move a lot faster.
Re: [all] Bouncing collision
unknownna wrote:But I noticed that grenades don't explode upon contact with explosive barrels, but instead, simply bounce off them. Using a WAD that Spleen gave me, which replicates the Skulltag grenade launcher in ZDoom, indicates that it works the same way there (GZDoom 323 & ZDoom 2.5.0).
From testing, it seems that grenades are hard-coded to explode upon contact with actors that have the '+SOLID' or '+SHOOTABLE' flag in addition to the '+ISMONSTER' one defined in them. So if you add the '+ISMONSTER' flag to the barrels, the grenades will explode upon contact.
unknownna wrote:IMHO, having grenades exploding upon contact with explosive barrels makes more sense than having them destroy them, then bounce off them, as they currently do. It'd be like removing the 'ISMONSTER' flag from monsters, e.g. 'ZombieMan'. The grenades would harm them upon contact (and probably kill them) and then simply bounce off them.
Gez wrote:So make it a two out of three thing? SOLID MONSTER, SOLID SHOOTABLE, SHOOTABLE MONSTER?
Or just go for SOLID SHOOTABLE and forget the ISMONSTER test?
Quoted from here.unknownna wrote:SOLID MONSTER and SHOOTABLE MONSTER is the current behavior. SOLID SHOOTABLE would make grenades explode upon hitting destructible decorative actors, such as the explosive barrel. Since not all SOLID and SHOOTABLE actors are monsters.
SOLID SHOOTABLE definitely sounds like the most reasonable choice, unless it would break anything, of course.
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Re: [all] Bouncing collision
I experienced all sorts of bouncing bugs with Dodgeball Doom. Balls getting stuck in sloped floors and moving sectors, balls desyncing, sometimes they would even snag on a wall and 'wall-run'.
Re: [all] Bouncing collision
It's also possible to make grenades bounce into the void.CaptainToenail wrote:I experienced all sorts of bouncing bugs with Dodgeball Doom. Balls getting stuck in sloped floors and moving sectors, balls desyncing, sometimes they would even snag on a wall and 'wall-run'.




Re: [all] Bouncing collision
Sorry it took so long. Fixed what was illustrated in the example wad.