MantisBT - Zandronum
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0001388Zandronum[All Projects] Bugpublic2013-07-01 22:422019-06-04 21:54
ibm5155 
Dusk 
normalminoralways
newopen 
MicrosoftWindows8 X64
1.0 
 
0001388: Effects of Ceiling_RaiseByValue on 3D floors not properly reset during a map reset
Ok so here I´ve found 4 bugs on the zm09 map, and I minimalize the scripts/files and put two switches to do a faster test.

lava spawn on 3d floor (it doesn´t fully affect normal sectors), if you look, the "floor" texture from the 3d floor'll disapear on the restart of the map, and if you go down of it, you´ll die...

wad test
'https://mega.co.nz/#!j9QViDxQ!IKFh5G0Ul1fwwcywBMt_FD9kwa4lNn_i2GK4dSZJHio [^]'

First you need doomseker or other multiplayer launcher
load these files:Doom2.wad,Skulltag_actors,Skulltag_data_126,ZM09_LE.wad
Start on surival mode and start on map zm09

To active the Lava bug press the switch on the right, you enter on the lava and you die, when the map reset be down of the 3D floor with the weird orange color (a bug)
No tags attached.
related to 0001389closed Dusk Dynamic light color not restored on map reset 
related to 0001390closed Torr Samaho Lightning isn't stopped by a map reset 
related to 0001876confirmed  translucent swimmable colored 3d floor survival reset bug 
7z ZM09_LE_LAVA.7z (1,920) 2013-07-11 19:20
/tracker/file_download.php?file_id=1006&type=bug
? ZM09_LE_LAVA3.pk3 (14,199) 2015-02-17 20:53
/tracker/file_download.php?file_id=1417&type=bug
Issue History
2013-07-01 22:42ibm5155New Issue
2013-07-01 23:51DuskPriorityhigh => normal
2013-07-01 23:51DuskSeveritymajor => minor
2013-07-01 23:51DuskDescription Updatedbug_revision_view_page.php?rev_id=3622#r3622
2013-07-01 23:51DuskSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=3624#r3624
2013-07-01 23:51DuskAdditional Information Updatedbug_revision_view_page.php?rev_id=3626#r3626
2013-07-01 23:51DuskRelationship addedrelated to 0001389
2013-07-01 23:51DuskRelationship addedrelated to 0001390
2013-07-01 23:53DuskNote Added: 0006547
2013-07-02 11:46ibm5155Note Added: 0006551
2013-07-10 23:42ibm5155Note Added: 0006617
2013-07-11 19:20Torr SamahoFile Added: ZM09_LE_LAVA.7z
2013-07-11 19:22Torr SamahoNote Added: 0006620
2013-07-11 19:25Torr SamahoSummaryBugs that may affect the gameplay and the map itself durin the map reset => Effects of Ceiling_RaiseByValue on 3D floors not properly reset during a map reset
2013-07-11 19:25Torr SamahoStatusnew => confirmed
2013-07-14 16:01DuskNote Added: 0006630
2013-07-14 16:01DuskAssigned To => Dusk
2013-07-14 16:01DuskStatusconfirmed => assigned
2013-12-29 18:04ibm5155Note Added: 0007757
2013-12-29 18:05ibm5155Note Edited: 0007757bug_revision_view_page.php?bugnote_id=7757#r4296
2014-01-19 11:45DuskNote Added: 0008084
2014-07-07 23:18DuskRelationship addedrelated to 0001876
2015-01-06 00:46ibm5155Note Added: 0011307
2015-02-13 00:33ibm5155Note Added: 0011675
2015-02-13 00:35ibm5155Note Edited: 0011675bug_revision_view_page.php?bugnote_id=11675#r6640
2015-02-17 20:53ibm5155File Added: ZM09_LE_LAVA3.pk3
2019-06-04 21:54DuskStatusassigned => new

Notes
(0006547)
Dusk   
2013-07-01 23:53   
I've split the three issues into separate tickets each. Also, you mention four issues but only three were reported?
(0006551)
ibm5155   
2013-07-02 11:46   
oh I typed wrong, I´ll fix it
(0006617)
ibm5155   
2013-07-10 23:42   
'http://www.mediafire.com/download/phyicibf4dwp1th/Zombie_Horde_-_ZM09_LAVA_BUG.rar [^]'
Ok better example with an recorded demo on zandronum 1.1 (just require doom2.wad and the mod itself)
The interesting is there´re some different results on both renders, on software the 3d floors "floor" will be there but not on opengl, also the lava texture stuck on software when it touches the 3d floor but not on opengl...

The instructions are simple, start the map(online), you press the switch, and the lava come up, then you go die on the lava, when the map resets, the lava'll be there and will kill everyone that enter on it.

Also the lightcolor from the lava will not be reseted, being visible up the 3d floor
(0006620)
Torr Samaho   
2013-07-11 19:22   
I can confirm that the 3D floor changes in the test map are not properly reset during a map rest. I also further condensed the example wad and uploaded it to the tracker.
(0006630)
Dusk   
2013-07-14 16:01   
I'll look at this in a bit...
(0007757)
ibm5155   
2013-12-29 18:04   
(edited on: 2013-12-29 18:05)
Tested on 2.0 beta and didn't changed nothing...
EDIT:also it bugs offline (tested playing in survival mode alone)

(0008084)
Dusk   
2014-01-19 11:45   
okay so I looked into this, it seems that when a non-solid 3D floor intersects with another 3D floor, the 3D floor internally gets split. This split isn't properly cleaned up upon map resets.
(0011307)
ibm5155   
2015-01-06 00:46   
I think somehow it's reseted, because when I die and the then the game starts, I'll see the lava over the floor, but, if I press the switch, it goes down and then it goes up (like if zandronum just did not reset the last change, but it reset when that 3D floor moves again) if not it would grow up from where it stopped right?
Plus: tested on 1.3 now
(0011675)
ibm5155   
2015-02-13 00:33   
(edited on: 2015-02-13 00:35)
!UPDATE!

New example wad.
this one inclues:
1 resetmap switch
1 lower ceiling switch
1 manual reset (ibm invention to fix this :p)

How to use, open zm09 map in survival mode, when you start activate the first "UP" switch, when the 3D floor reach the other 3D floor, press the last button the "resetmap", you'll see that there's a 3D floor on the middle, so now press the reset switch and voala it disapeared :D

Explanation:
when the 3D floor reach the other one it do some split, that space used before it reach the 3D floor will be a new one, and the older one will just start to grow up on the top of it.
So when the map is reseted, it reset the normal 3D floor, but not his children that is linked to it, so you'll see that 3D floor lava, but it still works as a children node, so if you change the father's size, it'll update their childrens nodes, so like in a normal case, when the 3D floor goes back to his original spot, when he reach again the ceiling of that black 3D floor, the father node will use the children node and his node will be exlude, so now we'll have just 2 3D floors on this map and not 3 as before...

So basically what does this "manual fix" does is to force the childrens nodes to update their status without changing the father node position.

Other weird results noted:

1)if you bug the lava, and you look up, you'll see this weird sprite:http://i.imgur.com/u6nRijV.png
2)when you bug t he lave, and with godmode you enter on it, the floor of that 3D floor will be disapeared, but t he ceiling of it will be viewed...

Also another note
The scroll texture is bugged when the new node is created, but it was fixed on gzdoom, but here, when this happens the floor of the middle black 3D floor disapear without a map reset.
I'll update the example wad right now

Also, thanks Edward-Sam for the support :D

edit:
well, idk how to attach a new file here so here it goes'http://1drv.ms/1zbwBlo [^]'