[duplicate]Accidental Omnipotent Damage Machine

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Xaser
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Posts: 112
Joined: Sat Jul 16, 2005 2:51

[duplicate]Accidental Omnipotent Damage Machine

Post by Xaser »

All right, I just noticed something VERY odd and not right. Apparently, in the latest GZDoom, certain projectile's explosions are very out of whack. Check this attached example wad with the crappy weapon (slot 3). In normal ZDoom it's pretty powerful on its own, taking around 10 or so shots to down a hellknight, but in GZDoom something odd happens. The projectile's explosion damage goes out the wazoo, instagibbing any zombie on contact and getting rid of a Baron with a measly two shots. Things worked just fine in 1.0.21, but the new version with its code rewrites could have possibly changed something. Rounding error, perhaps?

And yeah, I know the projectile uses the old "deprecated" ExplosionDamage parameters and such, but it should still work, shouldn't it? Even if this bug only happens with that old method used, that basically kills backwards compatibility.
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Vaecrius
Posts: 53
Joined: Fri Jan 05, 2007 10:40

Post by Vaecrius »

Seems to be this bug except I don't think I'd tried the old actor properties then... basically every explosion is a rocket explosion.

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