Mancubus fireball clipping

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Topic review
   

Expand view Topic review: Mancubus fireball clipping

by Nash » Tue Sep 04, 2007 10:56 am

I used to like to believe that the actors' bounding boxes rotate with the actors but alas, that console command prove me wrong. :(

by Gez » Tue Sep 04, 2007 9:27 am

Or at least, faster, which was important back in December 1993.

It's useful to know when using weapons with a big spread, like the shotguns and the BFG. Attack the big tough monsters from the diagonals, and they'll catch more puffs/tracers.

by HotWax » Tue Sep 04, 2007 8:56 am

Because it makes the calculations a whole hell of a lot easier?

by Matt » Tue Sep 04, 2007 8:36 am

........



....o_O.....


1) This explains a lot of things I'd always just attributed to my bad aim and shaky reflexes.

2) ...why would they do it like that!? o_O

by Zippy » Tue Sep 04, 2007 7:00 am

Ah, yes... squares actors without rotating boxing even. It's what makes slipping into those thin diagonal corridors so difficult.

by Nash » Tue Sep 04, 2007 5:43 am

Vaecrius - Play ZDoom, go into the console and type am_cheat 3 and look at the automap for a pleasant surprise.

by Enjay » Tue Sep 04, 2007 1:59 am

It's my understanding that they are boxes - not cylinders. As such, many editing programs are wrong when they show Doom actors as circular in plan view.

by Matt » Tue Sep 04, 2007 1:11 am

...these... boxes... are still essentially cylinder-shaped, though, right?

Not, like, actual squares with corners where facing a target NE gives you a better shot than facing it due east? o_O;

by TheDarkArchon » Mon Sep 03, 2007 7:56 pm

*facepalms*

The bug gets closed, that's what.

by Torq95 » Mon Sep 03, 2007 7:32 pm

Graf Zahl wrote:In that case...
What?

by Graf Zahl » Thu Aug 23, 2007 2:09 pm

In that case...

by CaptainToenail » Thu Aug 23, 2007 10:13 am

I notice this all the time on ST coop, it's simply the sprites being larger than the actual object, so it's not really a bug.

by KeksDose » Thu Aug 23, 2007 10:11 am

Also, if this really only happened once there's no need to report it. These might be just some "collision box" quirks (collision box is smaller than the original sprite). See if you can reproduce this a few times, and find a cause of this.

by Risen » Thu Aug 23, 2007 10:01 am

If you can't reproduce it, it's unlikely to be fixed.

by Torq95 » Thu Aug 23, 2007 8:01 am

Graf Zahl wrote:Make a demo that demonstrates the error, please.

The bug you mention has been fixed a long time ago. But as Vaecrius said, the sprites for this projectile are quite a bit larger than the actual object so it may just be that. Also, do you have the 'wallrunning' option on in the compatibility menu? If so, all bets are off. That one reintroduces a lot of clipping bugs into the movement code.
Uh, Graf, the error ONLY occured ONCE. There's no way I'm going to get it back. Also, the "wallrunning" option is turned off, so the sprites may be a bit larger. I couldn't take a screenshot, tried once, screenie message didn't show up.

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