MantisBT - Zandronum |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0001288 | Zandronum | [All Projects] Bug | public | 2013-02-25 02:26 | 2018-09-30 23:01 |
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Reporter | StrikerMan780 | |
Assigned To | Torr Samaho | |
Priority | high | Severity | major | Reproducibility | always |
Status | closed | Resolution | open | |
Platform | PC | OS | Windows 7 | OS Version | Ultimate x64 |
Product Version | 1.0 | |
Target Version | 2.0 | Fixed in Version | 2.0 | |
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Summary | 0001288: Hitscans break and ignore walls and monsters in some areas in very large maps |
Description | One 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. |
Steps To Reproduce | |
Additional Information | |
Tags | 2.6 |
Relationships | has duplicate | 0002139 | closed | | Hitscan physics breaks on wide maps. |
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Attached Files | HitscanTest.wad (4,210) 2013-07-23 14:51 https://zandronum.com/tracker/file_download.php?file_id=1025&type=bug |
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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 | bug_revision_view_page.php?bugnote_id=6080#r3356 |
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 | bug_revision_view_page.php?bugnote_id=6136#r3386 |
2013-03-17 22:02 | Gez | Note Added: 0006141 | |
2013-03-17 22:23 | StrikerMan780 | Note Edited: 0006136 | bug_revision_view_page.php?bugnote_id=6136#r3387 |
2013-03-17 22:24 | StrikerMan780 | Note Edited: 0006136 | bug_revision_view_page.php?bugnote_id=6136#r3388 |
2013-03-24 14:35 | StrikerMan780 | Note Added: 0006168 | |
2013-03-24 14:35 | StrikerMan780 | Note Edited: 0006168 | bug_revision_view_page.php?bugnote_id=6168#r3394 |
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 | bug_revision_view_page.php?bugnote_id=6775#r3764 |
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 | bug_revision_view_page.php?bugnote_id=9306#r4962 |
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 | bug_revision_view_page.php?bugnote_id=9721#r5170 |
2014-07-14 21:10 | StrikerMan780 | Note Added: 0009967 | |
2014-07-14 22:45 | StrikerMan780 | Note Edited: 0009967 | bug_revision_view_page.php?bugnote_id=9967#r5342 |
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 | bug_revision_view_page.php?bugnote_id=11464#r6473 |
2015-01-21 00:33 | StrikerMan780 | Note Edited: 0011464 | bug_revision_view_page.php?bugnote_id=11464#r6474 |
2015-01-21 00:33 | StrikerMan780 | Note Edited: 0011464 | bug_revision_view_page.php?bugnote_id=11464#r6475 |
2015-03-15 16:33 | StrikerMan780 | Note Edited: 0011464 | bug_revision_view_page.php?bugnote_id=11464#r6781 |
2015-03-15 16:34 | StrikerMan780 | Note Edited: 0011464 | bug_revision_view_page.php?bugnote_id=11464#r6782 |
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 | bug_revision_view_page.php?bugnote_id=11909#r6836 |
2015-03-28 17:10 | Visual Vincent | Note Edited: 0011909 | bug_revision_view_page.php?bugnote_id=11909#r6837 |
2015-03-28 17:10 | Edward-san | Note Added: 0011910 | |
2015-03-28 17:11 | Visual Vincent | Note Edited: 0011909 | bug_revision_view_page.php?bugnote_id=11909#r6838 |
2015-03-28 17:11 | Edward-san | Note Edited: 0011910 | bug_revision_view_page.php?bugnote_id=11910#r6840 |
2015-03-28 17:11 | Visual Vincent | Note Edited: 0011909 | bug_revision_view_page.php?bugnote_id=11909#r6841 |
2015-03-28 20:44 | DevilHunter | Note Added: 0011911 | |
2015-03-28 20:50 | Edward-san | Note Edited: 0011910 | bug_revision_view_page.php?bugnote_id=11910#r6842 |
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 | bug_revision_view_page.php?rev_id=6849#r6849 |
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 | bug_revision_view_page.php?rev_id=6850#r6850 |
2015-03-29 20:18 | Dusk | Fixed in Version | => 2.0 |
2018-09-30 23:01 | Blzut3 | Status | resolved => closed |
Notes |
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(0006079)
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Konar6
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2013-02-25 18:14
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No example wad or anything? |
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(0006080)
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StrikerMan780
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2013-02-26 00:49
(edited on: 2013-02-26 11:19) |
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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.
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Oh, I remember that ZH's sniper rifles sometimes magically miss on extremely long distances. |
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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. |
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(0006136)
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StrikerMan780
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2013-03-17 17:52
(edited on: 2013-03-17 22:24) |
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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.
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(0006141)
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Gez
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2013-03-17 22:02
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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.
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(0006773)
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Arco
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2013-07-23 14:50
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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. |
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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? |
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(0006775)
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Arco
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2013-07-23 16:37
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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.
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(0009306)
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Watermelon
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2014-06-14 17:28
(edited on: 2014-06-14 17:29) |
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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)
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(0009721)
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StrikerMan780
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2014-06-23 20:40
(edited on: 2014-06-23 20:41) |
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Still screwed up in 2.5.0 and Zandro 2.0.
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(0009967)
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StrikerMan780
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2014-07-14 21:10
(edited on: 2014-07-14 22:45) |
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I can confirm that this is the Blockmap Overflow bug. It was fixed in ZDoom 2.6.0
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(0011464)
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StrikerMan780
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2015-01-21 00:18
(edited on: 2015-03-15 16:34) |
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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.
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(0011909)
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Visual Vincent
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2015-03-28 17:03
(edited on: 2015-03-28 17:11) |
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(0011910)
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Edward-san
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2015-03-28 17:10
(edited on: 2015-03-28 20:50) |
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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.
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The bug is fixed in my map, and the bots still work as intended. |
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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. |
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(0011923)
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cobalt
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2015-03-29 20:12
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(0011924)
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cobalt
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2015-03-29 20:15
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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(-) |
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