MantisBT - Zandronum |
View Issue Details |
|
ID | Project | Category | View Status | Date Submitted | Last Update |
0000570 | Zandronum | [All Projects] Bug | public | 2011-08-26 16:26 | 2017-11-09 20:49 |
|
Reporter | cq75 | |
Assigned To | | |
Priority | normal | Severity | major | Reproducibility | always |
Status | closed | Resolution | no change required | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 98d | |
Target Version | | Fixed in Version | | |
|
Summary | 0000570: Various 3d Floor glitches |
Description | NOTE: All of these effects were only tested online. The "monsters fall through 0 height 3d floors" bug only happens online.
- If you stand under 3d floor of any alpha or size (tested with 0 and 8) you can ghost through it if you hit moveup long enough. It works best near walls, and allegedly better while shooting. It happens with or without
unlagged. To test this, turn the fly cheat on, or summon a waterzone thing. It happens with both scenarios.
You can also go down through a 3d floor in water, or with the fly cheat. You cannot go down or up through 3d floors without the fly cheat or without water.
You can't jump through a 3d floor, the only way through it is to use the move up or move down control
-Monsters who are spawned on 0 height 3d floors, either translucent or opaque, will appear to fall through, their sprite will move between the levels, possibly when a state change happens (monsters will finish their attacks).
This happens in both software and opengl, and it happens whether they were placed there in the map or spawned later on. Monsters spawned on 3d floors with a height of 8 do not have their sprites fall through.
Powerups, and decoration will have the same problem.
It should also be noted that when clients reconnect, the sprites change randomly from under to over these 0 height 3d floors. When they fall through, they either appear on the floor of the (non zero height) 3d floor or
real floor below them, or on top of another enemy/object if they "fall" on something.
How to test:
1. start the game with the testing PWAD
2. put notarget on
3. feel around on the top level for invisible blocking spots in the map. If you open up the map in doombuilder, you will notice that these spots correlate to the position of actors placed on the top level in the map.
4. turn notarget off, and summon a demon on the top level. It will appear to skip between 3d floor levels, but it really always on the top level.
- You can always hit players with the BFG through zero height translucent 3d floors. You can always hit players with the chainsaw through any zero height 3d floor
- Autoaim occasionally tries to aim at players through zero height 3d floors.
- Teleporters are glitchy on 0 height 3d floors.
Note: In the sample wad, the texture with the tiny gray squares behind the blue/red texture will teleport you to the same place but with teleport (no stop).
If you do a teleport, no stop, to a teleport thing on the floor of a 0 height translucent 3d floor, you will be above it. If you do a normal teleport to it, you will fall through the floor (blue teleporter on the left)
If you do any teleport to the middle of a zero height 3d floor, you will appear on the floor below it, instantly, without falling (red teleporter in sample wad)
Teleports to non-zero height 3d floors work as expected (blue teleporter on the right)
Link to the wad used in the test:'http://www.mediafire.com/?dzbzgru9p81eqqc [^]' |
Steps To Reproduce | |
Additional Information | |
Tags | No tags attached. |
Relationships | parent of | 0001428 | closed | | Monsters Cilp Through 3d Floors |
|
Attached Files | |
|
Issue History |
Date Modified | Username | Field | Change |
2011-08-26 16:26 | cq75 | New Issue | |
2012-01-14 21:40 | Torr Samaho | Note Added: 0002392 | |
2012-01-14 21:40 | Torr Samaho | Status | new => feedback |
2012-01-15 01:25 | Dusk | Note Added: 0002401 | |
2012-01-15 01:49 | Torr Samaho | Note Added: 0002405 | |
2012-01-15 03:25 | Dusk | Note Added: 0002411 | |
2012-01-15 03:26 | Dusk | Note Edited: 0002411 | bug_revision_view_page.php?bugnote_id=2411#r1227 |
2012-01-15 03:26 | Dusk | Note Edited: 0002411 | bug_revision_view_page.php?bugnote_id=2411#r1228 |
2012-01-15 03:29 | Torr Samaho | Note Added: 0002412 | |
2012-01-15 03:36 | Dusk | Note Added: 0002414 | |
2012-01-31 04:01 | cq75 | Note Added: 0002557 | |
2012-01-31 04:01 | cq75 | Status | feedback => new |
2012-01-31 04:03 | cq75 | Note Edited: 0002557 | bug_revision_view_page.php?bugnote_id=2557#r1277 |
2012-01-31 12:42 | Torr Samaho | Note Added: 0002558 | |
2012-01-31 12:42 | Torr Samaho | Status | new => feedback |
2012-02-02 16:57 | cq75 | Note Added: 0002562 | |
2012-02-02 16:57 | cq75 | Status | feedback => new |
2012-02-04 15:04 | Torr Samaho | Note Added: 0002566 | |
2012-02-04 15:04 | Torr Samaho | Status | new => feedback |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2013-07-24 16:44 | Dusk | Relationship added | parent of 0001428 |
2017-11-09 20:49 | Dusk | Note Added: 0018846 | |
2017-11-09 20:49 | Dusk | Status | feedback => closed |
2017-11-09 20:49 | Dusk | Resolution | open => no change required |
Notes |
|
|
Just to be sure, all of the problems described here involve zero height 3D floors, right?
Does anybody know of any problems with zero height 3D floors in (G)ZDoom? |
|
|
(0002401)
|
Dusk
|
2012-01-15 01:25
|
|
Wasn't it proven that zero-heighters are broken in ZDoom as well and are to be considered improper mapping practice? |
|
|
|
I remember reading this somewhere but couldn't find the reference. I'd tend to agree that zero height 3D floors shouldn't be used, but it would be nice if this is confirmed somehow. |
|
|
(0002411)
|
Dusk
|
2012-01-15 03:25
(edited on: 2012-01-15 03:26) |
|
I remember this now: this was considered improper practice because the same glitches happen with opengl-only maps in 98d as well - something that 98e didn't break wasn't considered a show-stopper. Lemme search around...
|
|
|
|
Yeah, I'm pretty sure that it's the same in 98d, so we definitely don't need to fix the for 98e. For versions after 98e we should find out though whether zero height 3D floors are supposed to work according to ZDoom. |
|
|
(0002414)
|
Dusk
|
2012-01-15 03:36
|
|
Can't find the reference, the search engine over at skulltag forums is broken and I can't find it here either. Much does it matter now anyway. :P |
|
|
(0002557)
|
cq75
|
2012-01-31 04:01
(edited on: 2012-01-31 04:03) |
|
Zero height 3d floors are glitchy even in GzDoom
However, some of this does not just relate to zero height 3d floors.
|
|
|
|
> However, some of this does not just relate to zero height 3d floors.
Please specify which issues occur of non-zero height 3D floors. |
|
|
(0002562)
|
cq75
|
2012-02-02 16:57
|
|
Only one actually:
- If you stand under 3d floor of any alpha or size (tested with 0 and 8) you can ghost through it if you hit moveup long enough. It works best near walls, and allegedly better while shooting. It happens with or without unlagged. To test this, turn the fly cheat on, or summon a waterzone thing. It happens with both scenarios.
You can also go down through a 3d floor in water, or with the fly cheat. You cannot go down or up through 3d floors without the fly cheat or without water.
You can't jump through a 3d floor, the only way through it is to use the move up or move down control |
|
|
|
Please create a small example wad that doesn't have any zero height 3D floors for this and report the issue in a new ticket. Please also state there whether it happens online and/or offline. If it also happens offline, please test if it works in GZDoom 323. |
|
|
(0018846)
|
Dusk
|
2017-11-09 20:49
|
|
Closing after no feedback was given. |
|