MantisBT - Zandronum
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0003573Zandronum[All Projects] Bugpublic2018-12-08 21:382024-03-02 20:12
Michael4797 
 
normalmajoralways
newbackport later 
3.0 
 
0003573: Warp functions ignore collision against 3D floors
Warp/A_Warp can allow actors to pass through 3D floors due to an issue with the collision checking of the actor's z position. This causes some props and interactions involving A_Warp to completely ignore collisions, which can allow players to pass through certain walls.
- Load the attached wad with Zandronum 3.0 or 3.1.
- On MAP01, there are two platforms moving around a central pillar with a gray ash wall on the right and a fireblu wall to the left.
- If you try to ride on these platforms, you should be knocked off by both of these structures.
- If you ride the platform into the gray ash wall, you will get knocked off.
- If you ride the platform into the fireblu wall, you will pass through.

The fireblu wall is a solid 3D floor. You can validate that it is normally impossible to pass through this wall by running into it yourself and shooting it and observing the puffs.
This issue is present in Zandronum versions 3.0 and 3.1.
This issue is resolved in GZDoom 2.2.0, but is present in 2.1.1 and 1.9.1.
No tags attached.
? WarpClipTest.wad (27,296) 2018-12-08 21:38
/tracker/file_download.php?file_id=2443&type=bug
Issue History
2018-12-08 21:38Michael4797New Issue
2018-12-08 21:38Michael4797File Added: WarpClipTest.wad
2019-02-17 20:53Torr SamahoProduct Version3.1-beta => 3.0
2024-03-02 20:12Ru5tK1ngNote Added: 0023264
2024-03-02 20:12Ru5tK1ngResolutionopen => backport later

Notes
(0023264)
Ru5tK1ng   
2024-03-02 20:12   
We'll have to find the commit that fixes this issue. It might possibly be beyond the 4.0 codebase upgrade.