Pitch-based Facetarget issues

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theleo_ua
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Pitch-based Facetarget issues

Post by theleo_ua » Fri Sep 30, 2016 20:49

I dont know, is it a zdoom or gzdoom issue, but have no idea how to check it in zdoom

A_FaceTarget(0,0) works different in GZDoom 2.0.0.5 and 2.2.0:

GZDoom 2.0.0.5: http://s45.radikal.ru/i107/1609/bd/8dce9bcdfd94.png
GZDoom 2.2.0: http://s09.radikal.ru/i182/1609/3d/ffb97e3c5e5c.png

So in 2.0.05 3d model is rotated (pitch is aligned to player), and in 2.2.0 not

If it's not a bug, then how to force an actor to align pitch (face pitch on target) in 2.2.0?
Nothing smells better than a dead Governor in the morning (c) http://www.rpgcodex.net/phpBB/viewtopic ... 026#808026

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Re: Pitch-based Facetarget issues

Post by Graf Zahl » Fri Sep 30, 2016 21:20

Can't tell without anything to test.

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Re: Pitch-based Facetarget issues

Post by theleo_ua » Fri Sep 30, 2016 21:46

Graf Zahl wrote:Can't tell without anything to test.
https://drive.google.com/file/d/0BygbyP ... sp=sharing

gzdoom.exe -iwad heretic.wad -file TESTMOD.pk3 -warp 1 1 -nomonsters

then "summon artiinvisibility", give artifly and try to fly up/down to see how shadowsphere reacts on your position


Also I found next workaround:

Code: Select all

 int distx = GetActorX(PlayerTID)-GetActorX(0);
 int disty = GetActorY(PlayerTID)-GetActorY(0);
 int distz = GetActorZ(PlayerTID)-GetActorZ(0);

 ChangeActorAngle(0 , VectorAngle(distx, disty), true);
 ChangeActorPitch(0 , VectorAngle(VectorLength(distx, disty), -distz), true); 
But anyway, It's interesting how to do it without ACS, but with A_Facetarget or similar
Attachments
TESTMOD_FACETARGET.7z
(255.61 KiB) Downloaded 19 times
Last edited by theleo_ua on Thu Dec 08, 2016 18:41, edited 3 times in total.
Nothing smells better than a dead Governor in the morning (c) http://www.rpgcodex.net/phpBB/viewtopic ... 026#808026

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Graf Zahl
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Re: Pitch-based Facetarget issues

Post by Graf Zahl » Thu Dec 08, 2016 10:27

So what? After only two months the file is gone? Which means we are back to square one.
Sorry I couldn't investigate earlier, but two months should be reasonable I think.

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Re: Pitch-based Facetarget issues

Post by theleo_ua » Thu Dec 08, 2016 18:02

I'm very sorry for this, file is gone by accident. Uploaded again: https://drive.google.com/file/d/0BygbyP ... sp=sharing

Issue still exists
Attachments
TESTMOD_FACETARGET.7z
(255.61 KiB) Downloaded 18 times
Nothing smells better than a dead Governor in the morning (c) http://www.rpgcodex.net/phpBB/viewtopic ... 026#808026

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Graf Zahl
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Re: Pitch-based Facetarget issues

Post by Graf Zahl » Thu Dec 08, 2016 19:09

Ok, fixed. I had to make sure that this was really an error with the math or just a result of broken pitch setting for models which had been fixed a few months ago.

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