MantisBT - Zandronum
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0001288Zandronum[All Projects] Bugpublic2013-02-25 02:262018-09-30 23:01
StrikerMan780 
Torr Samaho 
highmajoralways
closedopen 
PCWindows 7Ultimate x64
1.0 
2.02.0 
0001288: Hitscans break and ignore walls and monsters in some areas in very large maps
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.
2.6
has duplicate 0002139closed  Hitscan physics breaks on wide maps. 
? HitscanTest.wad (4,210) 2013-07-23 14:51
https://zandronum.com/tracker/file_download.php?file_id=1025&type=bug
Issue History
2013-02-25 02:26StrikerMan780New Issue
2013-02-25 18:14Konar6Note Added: 0006079
2013-02-26 00:49StrikerMan780Note Added: 0006080
2013-02-26 11:19StrikerMan780Note Edited: 0006080bug_revision_view_page.php?bugnote_id=6080#r3356
2013-03-17 10:49ZzZomboNote Added: 0006133
2013-03-17 16:52WatermelonNote Added: 0006135
2013-03-17 17:52StrikerMan780Note Added: 0006136
2013-03-17 17:54StrikerMan780Note Edited: 0006136bug_revision_view_page.php?bugnote_id=6136#r3386
2013-03-17 22:02GezNote Added: 0006141
2013-03-17 22:23StrikerMan780Note Edited: 0006136bug_revision_view_page.php?bugnote_id=6136#r3387
2013-03-17 22:24StrikerMan780Note Edited: 0006136bug_revision_view_page.php?bugnote_id=6136#r3388
2013-03-24 14:35StrikerMan780Note Added: 0006168
2013-03-24 14:35StrikerMan780Note Edited: 0006168bug_revision_view_page.php?bugnote_id=6168#r3394
2013-07-23 14:50ArcoNote Added: 0006773
2013-07-23 14:51ArcoFile Added: HitscanTest.wad
2013-07-23 15:20StrikerMan780Note Added: 0006774
2013-07-23 16:37ArcoNote Added: 0006775
2013-07-23 16:37ArcoNote Edited: 0006775bug_revision_view_page.php?bugnote_id=6775#r3764
2014-06-14 17:28WatermelonNote Added: 0009306
2014-06-14 17:28WatermelonStatusnew => feedback
2014-06-14 17:29WatermelonNote Edited: 0009306bug_revision_view_page.php?bugnote_id=9306#r4962
2014-06-23 20:40StrikerMan780Note Added: 0009721
2014-06-23 20:40StrikerMan780Statusfeedback => new
2014-06-23 20:41StrikerMan780Note Edited: 0009721bug_revision_view_page.php?bugnote_id=9721#r5170
2014-07-14 21:10StrikerMan780Note Added: 0009967
2014-07-14 22:45StrikerMan780Note Edited: 0009967bug_revision_view_page.php?bugnote_id=9967#r5342
2014-07-14 22:48DuskStatusnew => acknowledged
2014-07-14 22:48DuskResolutionopen => backport later
2015-01-21 00:18StrikerMan780Note Added: 0011464
2015-01-21 00:19StrikerMan780Note Edited: 0011464bug_revision_view_page.php?bugnote_id=11464#r6473
2015-01-21 00:33StrikerMan780Note Edited: 0011464bug_revision_view_page.php?bugnote_id=11464#r6474
2015-01-21 00:33StrikerMan780Note Edited: 0011464bug_revision_view_page.php?bugnote_id=11464#r6475
2015-03-15 16:33StrikerMan780Note Edited: 0011464bug_revision_view_page.php?bugnote_id=11464#r6781
2015-03-15 16:34StrikerMan780Note Edited: 0011464bug_revision_view_page.php?bugnote_id=11464#r6782
2015-03-28 16:18DuskRelationship addedhas duplicate 0002139
2015-03-28 17:03Visual VincentNote Added: 0011909
2015-03-28 17:10Visual VincentNote Edited: 0011909bug_revision_view_page.php?bugnote_id=11909#r6836
2015-03-28 17:10Visual VincentNote Edited: 0011909bug_revision_view_page.php?bugnote_id=11909#r6837
2015-03-28 17:10Edward-sanNote Added: 0011910
2015-03-28 17:11Visual VincentNote Edited: 0011909bug_revision_view_page.php?bugnote_id=11909#r6838
2015-03-28 17:11Edward-sanNote Edited: 0011910bug_revision_view_page.php?bugnote_id=11910#r6840
2015-03-28 17:11Visual VincentNote Edited: 0011909bug_revision_view_page.php?bugnote_id=11909#r6841
2015-03-28 20:44DevilHunterNote Added: 0011911
2015-03-28 20:50Edward-sanNote Edited: 0011910bug_revision_view_page.php?bugnote_id=11910#r6842
2015-03-28 23:25StrikerMan780Note Added: 0011915
2015-03-29 20:05StrikerMan780Note Added: 0011922
2015-03-29 20:11DuskAssigned To => Torr Samaho
2015-03-29 20:11DuskStatusacknowledged => assigned
2015-03-29 20:11DuskResolutionbackport later => open
2015-03-29 20:11DuskTarget Version => 2.0
2015-03-29 20:12cobaltStatusassigned => needs testing
2015-03-29 20:12cobaltDescription Updatedbug_revision_view_page.php?rev_id=6849#r6849
2015-03-29 20:12cobaltNote Added: 0011923
2015-03-29 20:15cobaltNote Added: 0011924
2015-03-29 20:16DuskStatusneeds testing => resolved
2015-03-29 20:16DuskDescription Updatedbug_revision_view_page.php?rev_id=6850#r6850
2015-03-29 20:18DuskFixed in Version => 2.0
2018-09-30 23:01Blzut3Statusresolved => closed

Notes
(0006079)
Konar6   
2013-02-25 18:14   
No example wad or anything?
(0006080)
StrikerMan780   
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.

(0006133)
ZzZombo   
2013-03-17 10:49   
Oh, I remember that ZH's sniper rifles sometimes magically miss on extremely long distances.
(0006135)
Watermelon   
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.
(0006136)
StrikerMan780   
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.

(0006141)
Gez   
2013-03-17 22:02   
'http://zdoom.org/Changelog/3486/files [^]'
(0006168)
StrikerMan780   
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.

(0006773)
Arco   
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.
(0006774)
StrikerMan780   
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?
(0006775)
Arco   
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.

(0009306)
Watermelon   
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)

(0009721)
StrikerMan780   
2014-06-23 20:40   
(edited on: 2014-06-23 20:41)
Still screwed up in 2.5.0 and Zandro 2.0.

(0009967)
StrikerMan780   
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

(0011464)
StrikerMan780   
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.

(0011909)
Visual Vincent   
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 [^]'

(0011910)
Edward-san   
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.

(0011911)
DevilHunter   
2015-03-28 20:44   
Built upon Edward-san's request...

ZandronumWin32-2.0-alpha-r150328-1707.zip
(0011915)
StrikerMan780   
2015-03-28 23:25   
The bug is fixed in my map, and the bots still work as intended.
(0011922)
StrikerMan780   
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.
(0011923)
cobalt   
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(-)
(0011924)
cobalt   
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(-)