[1764] Melee weapons not "sticking" ...

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Expand view Topic review: [1764] Melee weapons not "sticking" ...

Re: [1764] Melee weapons not "sticking" ...

by randi » Tue Feb 19, 2013 7:38 pm

Tails Butt wrote:A little easier with the cacodemon as a fish in a barrel and friendly.
It seems that this has already been fixed sometime within the last 3+ years.

Re: [1764] Melee weapons not "sticking" ...

by Graf Zahl » Wed Oct 21, 2009 12:37 am

HotWax wrote:
Project Dark Fox wrote:That might have been why floating monsters automatically descended to your level when you approached them.
Doubtful. Remember you couldn't look up or down at all in Doom, and you couldn't stand on top of or under enemies, so I'm sure they never considered the case of a directly vertical hit because you couldn't possibly be in a position to fire one.

In fact, even ZDoom couldn't do it until version 2.1.0. Before that such shots just went through.

Re: [1764] Melee weapons not "sticking" ...

by Tails Butt » Tue Oct 20, 2009 10:18 pm

A little easier with the cacodemon as a fish in a barrel and friendly.
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Re: [1764] Melee weapons not "sticking" ...

by Project Shadowcat » Tue Oct 20, 2009 8:23 pm

While I did say "might", that was probably the biggest reason. Thanks for pointing it out, I admit I forgot.

Re: [1764] Melee weapons not "sticking" ...

by HotWax » Tue Oct 20, 2009 6:05 pm

Project Dark Fox wrote:That might have been why floating monsters automatically descended to your level when you approached them.
Doubtful. Remember you couldn't look up or down at all in Doom, and you couldn't stand on top of or under enemies, so I'm sure they never considered the case of a directly vertical hit because you couldn't possibly be in a position to fire one. The auto-levelling feature I'm sure was there so that cacodemons and other floating enemies wouldn't sit there pelting the player from above while he could do little about it because he couldn't look up to see where they were.

Re: [1764] Melee weapons not "sticking" ...

by Graf Zahl » Mon Oct 19, 2009 12:31 am

Here's a hint: A demo WAD that's easy to debug works wonders in getting a bug fixed.

If you just report an odd situation without providing any assistance in reproducing it chances are slim that it gets addressed.


Speaking of this, you recently reported a bug over at the GZDoom forums but did not respond to any of my follow-up posts or the PM I sent you. So please don't be surprised that the bug is still open.

Re: [1764] Melee weapons not "sticking" ...

by Kate » Sun Oct 18, 2009 10:46 pm

You wanna know what's really funny? I mentioned this before and it got ignored.
I, in the other thread, wrote:EDIT: Now here's a strange fact that I noticed: if you hit the top of an object while looking down at it, it doesn't count as a hit to melee or A_JumpIfCloser, but if you're literally standing on top of the object so that the object is "behind" you and you attack straight down (I'm using GZDoom to test this since it would be impossible due to the constrained freelook), it does count as a hit.

Re: [1764] Melee weapons not "sticking" ...

by Project Shadowcat » Sun Oct 18, 2009 10:23 pm

Graf Zahl wrote:Damn. As I feared. This won't be easy to fix. It's precisely as I suspected: The hit from above or below just was never considered possible when all this was written.
That might have been why floating monsters automatically descended to your level when you approached them.

Re: [1764] Melee weapons not "sticking" ...

by Graf Zahl » Sat Oct 17, 2009 2:14 pm

Damn. As I feared. This won't be easy to fix. It's precisely as I suspected: The hit from above or below just was never considered possible when all this was written.

Re: [1764] Melee weapons not "sticking" ...

by Project Shadowcat » Sat Oct 17, 2009 2:10 pm

Load this up in Doom II. Let the Cacodemon approach you and try to cut down the underside. The chainsaw won't stick, won't sound a hit, but will still do damage.

God mode is already activated and you already have a chainsaw.

Re: [1764] Melee weapons not "sticking" ...

by Project Shadowcat » Sat Oct 17, 2009 1:59 pm

I'll do even better. Give me a minute to make a simple level where this can be recreated.
It's also been 150 revisions...

Re: [1764] Melee weapons not "sticking" ...

by Graf Zahl » Sat Oct 17, 2009 1:59 am

Since you seem to know how to reproduce this, can you please create a savegame which can be used for testing? Otherwise I can almost guarantee that this report will rot here until eternity or a stroke of dumb luck.

Re: [1764] Melee weapons not "sticking" ...

by Graf Zahl » Thu Oct 15, 2009 12:58 am

No, this has nothing to do with autoaim. The code just isn't equipped to handle a hit from above or below. That was never an option in Doom originally.

Re: [1764] Melee weapons not "sticking" ...

by bagheadspidey » Wed Oct 14, 2009 5:46 pm

Could it have something to do with the new autoaim flags for weapons? Melee weapons should autoaim by default (so maybe they should have that new flag in zdoom.pk3). Just a guess.

Re: [1764] Melee weapons not "sticking" ...

by NeuralStunner » Wed Aug 12, 2009 12:19 pm

I tried this one a bit. Those blasted cacodemons just don't cooperate... I had a hard time even getting one over me.

As for the lack of "pull", I would suspect this has to do with the player already having crossed the monster's center axis. I don't know for sure about the sound issue, I couldn't tell if it was actually doing damage. The caco kept moving out of range (Because, yes, the chainsaw wasn't "grabbing").

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