MantisBT - Zandronum |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000571 | Zandronum | [All Projects] Bug | public | 2011-08-26 21:04 | 2014-06-11 21:40 |
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Reporter | cq75 | |
Assigned To | | |
Priority | normal | Severity | major | Reproducibility | always |
Status | feedback | Resolution | open | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 98d | |
Target Version | | Fixed in Version | | |
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Summary | 0000571: If actors get stuck between moving 3d floors, client desyncs and other odd behavior can result |
Description | Things have appeared to fall through floors, and 3d floors go to zero height 3d floors at times. |
Steps To Reproduce | 1. Start the included test map online
2. Type "Puke 2" to start the platforms moving randomly (Script 3 stops the platforms)
3. summon something that blocks the path of the platforms (monsters and players seem to work best)
The platform's position should now be desynched. It will appear to be at one height, but it is physically at another height. If you reconnect it will be at the correct height.
The zero height glitch seems to happen randomly, but most often when platforms try to "crush" a large monster (e.g., a cyberdemon) between them. |
Additional Information | The platforms use the Elevator_Raisetonearest and Elevator_Lowertonearest actions to change position.
Zero height 3d floors are also included in the sample wad, but their odd behavior is even worse in GzDoom, so they may not be officially supported. |
Tags | 3d floors, desync, moving |
Relationships | |
Attached Files | M3dFloorsTest.wad (45,726) 2011-08-26 21:04 /tracker/file_download.php?file_id=422&type=bug
Screenshot_Doom_20110826_163903.png (357,796) 2011-08-26 21:05 /tracker/file_download.php?file_id=423&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2011-08-26 21:04 | cq75 | New Issue | |
2011-08-26 21:04 | cq75 | File Added: M3dFloorsTest.wad | |
2011-08-26 21:05 | cq75 | File Added: Screenshot_Doom_20110826_163903.png | |
2011-08-26 21:07 | cq75 | Note Added: 0002141 | |
2011-08-26 21:07 | cq75 | Note Edited: 0002141 | bug_revision_view_page.php?bugnote_id=2141#r1111 |
2011-08-31 03:59 | cq75 | Note Edited: 0002141 | bug_revision_view_page.php?bugnote_id=2141#r1112 |
2011-08-31 03:59 | cq75 | Note Edited: 0002141 | bug_revision_view_page.php?bugnote_id=2141#r1113 |
2012-03-02 04:20 | TIHan | Note Added: 0002730 | |
2012-03-04 19:20 | cq75 | Note Added: 0002751 | |
2012-03-04 20:14 | TIHan | Note Added: 0002752 | |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2014-06-11 21:19 | Watermelon | Note Added: 0009099 | |
2014-06-11 21:19 | Watermelon | Status | new => feedback |
2014-06-11 21:40 | Frits | Note Added: 0009114 | |
Notes |
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(0002141)
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cq75
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2011-08-26 21:07
(edited on: 2011-08-31 03:59) |
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I forgot to mention that actors can be picked up by a 3d floor that goes to a certain height in their hitbox, even if it doesn't go below the floor.
Some of the 3d floors in this wad go below the floor, this is intentional.
Also, this bug was found on r3299
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(0002730)
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TIHan
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2012-03-02 04:20
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I'm having a hard time trying to reproduce this. Can anyone else reproduce it? |
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(0002751)
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cq75
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2012-03-04 19:20
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You're running it on a server, right? It doesn't happen offline. |
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(0002752)
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TIHan
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2012-03-04 20:14
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> You're running it on a server, right? It doesn't happen offline.
Yes. |
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(0009114)
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Frits
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2014-06-11 21:40
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Yes, messing around with them will eventually desync the platforms. |
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