[Duplicates] Pointblank shot does not frag the imp

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Pointblack shot does not frag the imp

Postby Kappes Buur » Thu Nov 06, 2003 9:32 pm

.
I seem to recall, that this had been mentioned earlier. But for the life of me I cannot find the post where it was mentioned.

The imp stands right in front of me, so close that it is zapping me. I shoot it, pointblank, with the SSG. Nothing. I shoot it again. Nothing. Then I draw back a little bit, then shoot and finally the imp goes down.

That appears to be map independent, as it happened while playing different maps.

But the puzzling thing is, that it does not happen all the time.

I am using ZDoom 2.0.52
.
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Postby Malphas » Fri Nov 07, 2003 4:32 am

In a similarly related case, I noticed that my weapons seem to have been stronger than I last recall. I charged at a Hell Knight with my rocket launcher, expecting 3 rockets will take it down.

One was all it took. :shock:

I wonder if coming at it from an angle may have something to do with it... :?:
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Postby The Ultimate DooMer » Fri Nov 07, 2003 6:27 am

This has always been in ZDoom - for some reason it makes the old shots-going-through-monsters bug worse than it was in vanilla. So imps take more than one shell more often than not (whereas it should be one shell most of the time).

It is to do with angles, though.
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Postby Hirogen2 » Fri Nov 07, 2003 6:39 am

Remember that a shell is seven pellets, and AFAIK, like seven independent spread bullets.
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Postby Enjay » Fri Nov 07, 2003 6:58 am

There was a recently reported and now fixed bug about the rocket damage.

http://forum.zdoom.org/viewtopic.php?t=989
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Postby HotWax » Fri Nov 07, 2003 12:43 pm

This is two separate issues that both deal with the blockmap. The first is a vanilla Doom bug that didn't properly check ALL blocks that an enemy was in when plotting a hitscan trace, which made the Imp harder to hit (OR it could have been the 20480 unit length bug that caused calculation overflows). Either way, both of those bugs have been fixed for the next version.

The second bug, in which an enemy takes more blast damage than it should, and thus goes down more quickly, is another blockmap bug, this one introduced in ZDoom, which caused blast damage that spanned multiple blocks to be applied multiple times, obviously incorrect, now fixed for the next version.
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Postby Malphas » Fri Nov 07, 2003 11:54 pm

Thanks for the heads-up, HotWax and Enjay. :)
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Postby randi » Fri Nov 14, 2003 6:38 pm

I assume this is duplicates of the bugs that have already been mentioned. If 2.0.53 still does it, post this again.
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