MantisBT - Zandronum
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0001658Zandronum[All Projects] Bugpublic2014-01-12 00:252018-09-30 23:09
Gummywormz 
Torr Samaho 
normalmajoralways
closedfixed 
MicrosoftWindowsXP/Vista/7
1.2 
2.02.0 
0001658: Floor_Waggle acts differently between Hexen map Format and UDMF
Floor_Waggle in the Hexen map format makes objects and players jump in the air at certain higher numbers. However, when in UDMF map format, this does not occur. Behavior in the latest (G)ZDoom is that the player / item bouncing occurs in both UDMF and Hexen map formats. This also occurs in 1.2
* Load up the test wad with DOOM II and go to map01. Players and items bounce after a bit on the right side.
* Go to map02, players / items will no longer bounce.
No tags attached.
? Floor_Waggle_Fall_Bouncing.wad (38,658) 2014-01-12 00:25
/tracker/file_download.php?file_id=1144&type=bug
Issue History
2014-01-12 00:25GummywormzNew Issue
2014-01-12 00:25GummywormzFile Added: Floor_Waggle_Fall_Bouncing.wad
2014-01-12 09:04Torr SamahoNote Added: 0007970
2014-01-12 16:09GummywormzNote Added: 0007980
2014-01-16 22:58Beed28Note Added: 0008031
2014-01-17 07:08Torr SamahoNote Added: 0008035
2014-01-17 23:26GummywormzNote Added: 0008049
2014-01-18 00:22Beed28Note Added: 0008050
2014-01-18 00:25Beed28Note Edited: 0008050bug_revision_view_page.php?bugnote_id=8050#r4422
2014-01-18 10:36Torr SamahoNote Added: 0008051
2014-01-18 10:37Torr SamahoProduct Version2.0-beta => 1.2
2014-01-18 11:50Beed28Note Added: 0008052
2014-01-19 17:01Beed28Note Added: 0008101
2014-01-19 17:09GummywormzNote Added: 0008102
2014-06-15 15:06WatermelonNote Added: 0009410
2014-06-15 15:06WatermelonStatusnew => feedback
2015-01-05 17:32Edward-sanNote Added: 0011287
2015-01-05 19:20Edward-sanAssigned To => Torr Samaho
2015-01-05 19:20Edward-sanStatusfeedback => assigned
2015-01-05 22:58WaTaKiDNote Added: 0011304
2015-01-05 23:01cobaltStatusassigned => needs testing
2015-01-05 23:01cobaltTarget Version => 2.0
2015-01-05 23:01cobaltSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=6339#r6339
2015-01-05 23:02cobaltNote Added: 0011305
2015-01-05 23:02DuskNote Edited: 0011305bug_revision_view_page.php?bugnote_id=11305#r6341
2015-01-05 23:03DuskStatusneeds testing => resolved
2015-01-05 23:03DuskFixed in Version => 2.0
2015-01-05 23:03DuskResolutionopen => fixed
2018-09-30 23:09Blzut3Statusresolved => closed

Notes
(0007970)
Torr Samaho   
2014-01-12 09:04   
Is it any different in GZDoom 880?
(0007980)
Gummywormz   
2014-01-12 16:09   
Same as in current Zandronum. (Right side does not bounce items in UDMF.)
(0008031)
Beed28   
2014-01-16 22:58   
Finally decided to register. I would like to say that I discovered this problem with a mod of mine, where one of the features would move the map through Floor_Waggle. When I was playing around with it long ago, I set it to quite a high value, and the result made it kick players and objects into the air. I actually liked this bouncing effect, but then I discovered the other day that it didn't bounce players in maps in the UDMF format, and felt gutted that it's lost its bounciness.

I looked up on the ZDoom Wiki at the UDMF article and it stated that for maps to remain compatible with UDMF, it needed a "dropactors = true;" line for every tagged sector, so I thought that was the reason why it wouldn't bounce stuff, so I took a map originally done in Hexen format where my mod did bounce players, painstakingly converted it into UDMF, and added "dropactors = true;" to every sector in the map. Surprisingly, this didn't fix the issue where the players wouldn't bounce.

As I realised that the maps that I play this mod on were being updated from Hexen to UDMF format, I felt powerless to fix the issue, and began losing hope.

At a last resort, I made the two test maps for DOOM II (the same one Gummywormz attached) to show to the ZDoom community to demonstrate my problem, when I discovered that the player and objects did bounce in the UDMF map in the latest GZDoom! At that moment, I instantly deduced it as a bug in Zandronum.

I would like to say thank you for submitting the report, Gummywormz, when I was hesitant at first, but eventually, he convinced me to join.
(0008035)
Torr Samaho   
2014-01-17 07:08   
Can somebody check when this was fixed in ZDoom?
(0008049)
Gummywormz   
2014-01-17 23:26   
It appears fixed in 2.6.0. (Which makes sense, considering one of the changes in 2.5.0 was "smoother floor_waggle")
(0008050)
Beed28   
2014-01-18 00:22   
(edited on: 2014-01-18 00:25)
Alright, I've been testing stuff as well. I've downloaded three versions of plain ol' ZDoom with none of the fancy GZDoom OpenGL features from the Version History wiki page.

In versions 2.3.0 (r1455) and 2.3.1 (r1480), the player and objects didn't bounce in the UDMF map, just like in Zandronum. However, when I tried it with version 2.4.0 (r2065, although the wiki says r2075), the player and objects did bounce in the UDMF map.

Prehaps there's something there inbetween ZDoom r1480 and ZDoom r2065 that fixes this issue?

(0008051)
Torr Samaho   
2014-01-18 10:36   
Zandronum 2.0 already contains everything from ZDoom up to revision 2509. According to Gummywormz it's not working in ZDoom 2.5.0, so even if something in 2.4.0 fixed this, 2.5.0 broke it again. We need to find the fix that was made after 2.5.0.
(0008052)
Beed28   
2014-01-18 11:50   
Yep, just tried now. It's broken again in 2.5.0 (r2508), but fixed again in 2.6.0 (r3730). For fun, I tried all future versions after that and it doesn't appear to brake again.
(0008101)
Beed28   
2014-01-19 17:01   
I want to ask. Where do I download the ZDoom SVN revisions between r2508 and r3730? It would make the revision where it's fixed easier to pinpoint.
(0008102)
Gummywormz   
2014-01-19 17:09   
You have to compile them yourself (which I have been unable to do so far) or browse through the commits on GitHub (which are not properly searchable).
(0009410)
Watermelon   
2014-06-15 15:06   
If you want compiling help, please PM me
(0011287)
Edward-san   
2015-01-05 17:32   
gzdoom r1250 fixed the issue (got merged in zdoom in r3329).
(0011304)
WaTaKiD   
2015-01-05 22:58   
after testing with 2.0-r150105-2058, issue seems fixed
(0011305)
cobalt   
2015-01-05 23:02   
Issue addressed by commit 23ef572: out of sequence fix backport from GZDoom revision 1250: - Fixed some uninitialized values in UDMF init that Valgrind was complaining about. - Added checks for empty UDMF maps to prevent This addresses the 2.0 specific problems reported in 1658.
Committed by Benjamin Berkels [Torr Samaho] on Monday 05 January 2015 21:58:48

Changes in files:
 src/p_udmf.cpp | 8 ++++++++
 1 files changed, 8 insertions(+), 0 deletions(-)