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IDProjectCategoryView StatusDate SubmittedLast Update
0001288Zandronum[All Projects] Bugpublic2013-02-25 02:262018-09-30 23:01
ReporterStrikerMan780 
Assigned ToTorr Samaho 
PriorityhighSeveritymajorReproducibilityalways
StatusclosedResolutionopen 
PlatformPCOSWindows 7OS VersionUltimate x64
Product Version1.0 
Target Version2.0Fixed in Version2.0 
Summary0001288: Hitscans break and ignore walls and monsters in some areas in very large maps
DescriptionOne of the maps I'm currently working on, the [SM] HQ, is so big now, that in some areas, hitscans will not work at all... They ignore walls and monsters, and they seem to just get eaten up by the void.

This makes things very difficult, as it becomes impossible to shoot enemies in these areas unless you're facing the right angle.

This bug does not happen at all in the latest (G)ZDoom.
Attached Files? file icon HitscanTest.wad [^] (4,210 bytes) 2013-07-23 14:51

- Relationships
has duplicate 0002139closed Hitscan physics breaks on wide maps. 

-  Notes
User avatar (0006079)
Konar6 (reporter)
2013-02-25 18:14

No example wad or anything?
User avatar (0006080)
StrikerMan780 (reporter)
2013-02-26 00:49
edited on: 2013-02-26 11:19

Give me a bit, and I can put one together. Though, Dusk theorized that it may be related to the fact that Zandronum doesn't support the new nodes format.

User avatar (0006133)
ZzZombo (reporter)
2013-03-17 10:49

Oh, I remember that ZH's sniper rifles sometimes magically miss on extremely long distances.
User avatar (0006135)
Watermelon (developer)
2013-03-17 16:52

I believe that this has to do with the hardcoded range tracers are to go. I think in Vanilla Doom it only goes like 2048 or so units, and Randy just upped it by a factor of ten to approximately 20480 units, thus anything past that limit in map units does not connect. I suspect that may be the reason for it.
User avatar (0006136)
StrikerMan780 (reporter)
2013-03-17 17:52
edited on: 2013-03-17 22:24

In the case of this bug report, that's definitely not it. The bug I am referring to, happens at any range. Hitscans completely ignore even geometry in certain areas, or even hit thin air in some spots. They also pass right through actors even at near point-blank range in a large map depending on where you're standing, and your angle.

There's something about the map being so large that literally breaks the hitscan traces. I know something was done to fix this in later ZDoom builds.

User avatar (0006141)
Gez (reporter)
2013-03-17 22:02

'http://zdoom.org/Changelog/3486/files [^]'
User avatar (0006168)
StrikerMan780 (reporter)
2013-03-24 14:35
edited on: 2013-03-24 14:35

I will warn, this map is a real acid trip, since I replaced every texture with a transparent "Fail" sign to be silly, and to keep the map from freezing due to missing textures. But, it will help test this bug. I deleted all things from the map except for a few pinkies in the area where this error occurs the most.

'http://shadowmavericks.com/files/Doom/HQHitscanTest.zip [^]'

Find the pinkies (Due North of spawn, you'll need noclip since the door scripts were stripped.) and try shooting at them from the opposite side of where they're standing. Your shots will go right through them without damaging them 90% of the time unless your angle changes.

User avatar (0006773)
Arco (updater)
2013-07-23 14:50

I've uploaded a more consistent example that demonstrates this bug in a convenient package. There is a demon on the other side of the map, that is incased in a small area to prevent it from moving about. To see and aim for the demon, type "fov 0" in the console.

The latest verison of GzDoom and r323 also exemplify this bug.
User avatar (0006774)
StrikerMan780 (reporter)
2013-07-23 15:20

Are you sure you're reproducing the same bug, or just exceeding the maximum range of a hitscan here? Does it also miss at point blank?
User avatar (0006775)
Arco (updater)
2013-07-23 16:37
edited on: 2013-07-23 16:37

Quote from "StrikerMan780"
Are you sure you're reproducing the same bug, or just exceeding the maximum range of a hitscan here? Does it also miss at point blank?


My apologies, I was under the impression that the bug was more along the line of "a out of range" characteristic rather than an improper void-like hitscan adsorbtion, hence why I made that wad of my own, and didn't really look in detail regarding this ticket.

Upon testing this certain issue further, it appears that this is fixed in both GzDoom and Zdoom in their own, updated respective versions but it isn't fixed in r323, which I'm assuming needs a backport fix from either Zdoom and\or GzDoom.

User avatar (0009306)
Watermelon (developer)
2014-06-14 17:28
edited on: 2014-06-14 17:29

Does this happen in zdoom 2.5.0? If so then this is a bug that should be fixed (assuming its still broken in 2.0)

User avatar (0009721)
StrikerMan780 (reporter)
2014-06-23 20:40
edited on: 2014-06-23 20:41

Still screwed up in 2.5.0 and Zandro 2.0.

User avatar (0009967)
StrikerMan780 (reporter)
2014-07-14 21:10
edited on: 2014-07-14 22:45

I can confirm that this is the Blockmap Overflow bug. It was fixed in ZDoom 2.6.0

User avatar (0011464)
StrikerMan780 (reporter)
2015-01-21 00:18
edited on: 2015-03-15 16:34

This bugfix should Reaaaaaallly be backported... This is causing shots to just disappear in thin air on very big maps. It's pissing off a lot of players in my SMMP server... (Since it renders sections of the map unplayable with anything other than projectile weapons.)

(Like seriously, it's that fucking bad.)

'http://zdoom.org/Changelog/3486/files [^]'

Edit: Seems to happen in Memorial, Planisphere 2, and Mindfuck.wad as well.

User avatar (0011909)
Visual Vincent (reporter)
2015-03-28 17:03
edited on: 2015-03-28 17:11

Here's an example wad with completely broken physics.

'http://www.mydoomsite.com/WADS/HitscanTest.wad [^]'

User avatar (0011910)
Edward-san (developer)
2015-03-28 17:10
edited on: 2015-03-28 20:50

Made the backport in the sandbox (and also found similar code in the bots, so I replaced it with it, untested) here.


Please test this offline and online, with and without bots.

User avatar (0011911)
DevilHunter (reporter)
2015-03-28 20:44

Built upon Edward-san's request...

ZandronumWin32-2.0-alpha-r150328-1707.zip
User avatar (0011915)
StrikerMan780 (reporter)
2015-03-28 23:25

The bug is fixed in my map, and the bots still work as intended.
User avatar (0011922)
StrikerMan780 (reporter)
2015-03-29 20:05

New test wad:'http://shadowmavericks.com/files/Doom/HitscanTest2.zip [^]'

Spawns you in an area with a few weapons and some pinkies. Move around and try shooing at the pinkies from different directions. You'll find that the hitscans will be absorbed a lot of the time into nothingness.
User avatar (0011923)
cobalt (updater)
2015-03-29 20:12

Issue addressed by commit cdb7a1cf2076: out of sequence fix backport from ZDoom revision 3486: - Replace >>MAPBLOCKSHIFT with GetSafeBlockX/GetSafeBlockY from Mocha Doom. This fixes 1288.
Committed by Benjamin Berkels [Torr Samaho] on Sunday 29 March 2015 21:24:28

Changes in files:
 src/p_local.h | 25 +++++++++++++++++++++++++
 src/p_maputl.cpp | 40 ++++++++++++++++++++--------------------
 src/p_setup.cpp | 11 +++++++++--
 src/p_sight.cpp | 8 ++++----
 src/po_man.cpp | 16 ++++++++--------
 5 files changed, 66 insertions(+), 34 deletions(-)
User avatar (0011924)
cobalt (updater)
2015-03-29 20:15

Issue addressed by commit 20673da6de7e: - Adapt the zdoom r3486 changes to bots code.
Committed by edward_san [edward-san] on Saturday 28 March 2015 18:07:23

Changes in files:
 src/botpath.cpp | 16 ++++++++--------
 1 files changed, 8 insertions(+), 8 deletions(-)

Issue Community Support
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
Supporters: ZzZombo StrikerMan780 Combinebobnt mifu
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2013-02-25 02:26 StrikerMan780 New Issue
2013-02-25 18:14 Konar6 Note Added: 0006079
2013-02-26 00:49 StrikerMan780 Note Added: 0006080
2013-02-26 11:19 StrikerMan780 Note Edited: 0006080 View Revisions
2013-03-17 10:49 ZzZombo Note Added: 0006133
2013-03-17 16:52 Watermelon Note Added: 0006135
2013-03-17 17:52 StrikerMan780 Note Added: 0006136
2013-03-17 17:54 StrikerMan780 Note Edited: 0006136 View Revisions
2013-03-17 22:02 Gez Note Added: 0006141
2013-03-17 22:23 StrikerMan780 Note Edited: 0006136 View Revisions
2013-03-17 22:24 StrikerMan780 Note Edited: 0006136 View Revisions
2013-03-24 14:35 StrikerMan780 Note Added: 0006168
2013-03-24 14:35 StrikerMan780 Note Edited: 0006168 View Revisions
2013-07-23 14:50 Arco Note Added: 0006773
2013-07-23 14:51 Arco File Added: HitscanTest.wad
2013-07-23 15:20 StrikerMan780 Note Added: 0006774
2013-07-23 16:37 Arco Note Added: 0006775
2013-07-23 16:37 Arco Note Edited: 0006775 View Revisions
2014-06-14 17:28 Watermelon Note Added: 0009306
2014-06-14 17:28 Watermelon Status new => feedback
2014-06-14 17:29 Watermelon Note Edited: 0009306 View Revisions
2014-06-23 20:40 StrikerMan780 Note Added: 0009721
2014-06-23 20:40 StrikerMan780 Status feedback => new
2014-06-23 20:41 StrikerMan780 Note Edited: 0009721 View Revisions
2014-07-14 21:10 StrikerMan780 Note Added: 0009967
2014-07-14 22:45 StrikerMan780 Note Edited: 0009967 View Revisions
2014-07-14 22:48 Dusk Status new => acknowledged
2014-07-14 22:48 Dusk Resolution open => backport later
2015-01-21 00:18 StrikerMan780 Note Added: 0011464
2015-01-21 00:19 StrikerMan780 Note Edited: 0011464 View Revisions
2015-01-21 00:33 StrikerMan780 Note Edited: 0011464 View Revisions
2015-01-21 00:33 StrikerMan780 Note Edited: 0011464 View Revisions
2015-03-15 16:33 StrikerMan780 Note Edited: 0011464 View Revisions
2015-03-15 16:34 StrikerMan780 Note Edited: 0011464 View Revisions
2015-03-28 16:18 Dusk Relationship added has duplicate 0002139
2015-03-28 17:03 Visual Vincent Note Added: 0011909
2015-03-28 17:10 Visual Vincent Note Edited: 0011909 View Revisions
2015-03-28 17:10 Visual Vincent Note Edited: 0011909 View Revisions
2015-03-28 17:10 Edward-san Note Added: 0011910
2015-03-28 17:11 Visual Vincent Note Edited: 0011909 View Revisions
2015-03-28 17:11 Edward-san Note Edited: 0011910 View Revisions
2015-03-28 17:11 Visual Vincent Note Edited: 0011909 View Revisions
2015-03-28 20:44 DevilHunter Note Added: 0011911
2015-03-28 20:50 Edward-san Note Edited: 0011910 View Revisions
2015-03-28 23:25 StrikerMan780 Note Added: 0011915
2015-03-29 20:05 StrikerMan780 Note Added: 0011922
2015-03-29 20:11 Dusk Assigned To => Torr Samaho
2015-03-29 20:11 Dusk Status acknowledged => assigned
2015-03-29 20:11 Dusk Resolution backport later => open
2015-03-29 20:11 Dusk Target Version => 2.0
2015-03-29 20:12 cobalt Status assigned => needs testing
2015-03-29 20:12 cobalt Description Updated View Revisions
2015-03-29 20:12 cobalt Note Added: 0011923
2015-03-29 20:15 cobalt Note Added: 0011924
2015-03-29 20:16 Dusk Status needs testing => resolved
2015-03-29 20:16 Dusk Description Updated View Revisions
2015-03-29 20:18 Dusk Fixed in Version => 2.0
2018-09-30 23:01 Blzut3 Status resolved => closed






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