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IDProjectCategoryView StatusDate SubmittedLast Update
0000570Zandronum[All Projects] Bugpublic2011-08-26 16:262017-11-09 20:49
Reportercq75 
Assigned To 
PrioritynormalSeveritymajorReproducibilityalways
StatusclosedResolutionno change required 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version98d 
Target VersionFixed in Version 
Summary0000570: Various 3d Floor glitches
DescriptionNOTE: 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 [^]'
Attached Files

- Relationships
parent of 0001428closed Monsters Cilp Through 3d Floors 

-  Notes
User avatar (0002392)
Torr Samaho (administrator)
2012-01-14 21:40

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?
User avatar (0002401)
Dusk (developer)
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?
User avatar (0002405)
Torr Samaho (administrator)
2012-01-15 01:49

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.
User avatar (0002411)
Dusk (developer)
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...

User avatar (0002412)
Torr Samaho (administrator)
2012-01-15 03:29

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.
User avatar (0002414)
Dusk (developer)
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
User avatar (0002557)
cq75 (reporter)
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.

User avatar (0002558)
Torr Samaho (administrator)
2012-01-31 12:42

> However, some of this does not just relate to zero height 3d floors.

Please specify which issues occur of non-zero height 3D floors.
User avatar (0002562)
cq75 (reporter)
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
User avatar (0002566)
Torr Samaho (administrator)
2012-02-04 15:04

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.
User avatar (0018846)
Dusk (developer)
2017-11-09 20:49

Closing after no feedback was given.

Issue Community Support
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
Supporters: Combinebobnt
Opponents: No one explicitly opposes this issue yet.

- 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 View Revisions
2012-01-15 03:26 Dusk Note Edited: 0002411 View Revisions
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 View Revisions
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






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