Anonymous | Login | Signup for a new account | 2025-07-30 05:07 UTC | ![]() |
My View | View Issues | Change Log | Roadmap | Zandronum Issue Support Ranking | Rules | My Account |
View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||
ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0001245 | Zandronum | [All Projects] Bug | public | 2013-01-04 05:54 | 2013-01-04 14:22 | ||||
Reporter | Combinebobnt | ||||||||
Assigned To | |||||||||
Priority | low | Severity | minor | Reproducibility | sometimes | ||||
Status | closed | Resolution | won't fix | ||||||
Platform | OS | OS Version | |||||||
Product Version | 1.0 | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0001245: Plasmabump physics and clipping | ||||||||
Description | This bug allows you to go through walls you shouldn't be able to when compat_plasmabump is enabled. One method found is running at a certain wall that is at a certain obtuse angle. Your player gets locked in the angle, so your view stops jittering left and right and instead bobs up and down as if you are running normally. After a few seconds, you can go through the wall and outside of the map. Another method is using a player to assist you in getting through an impassible linedef by running alongside him while he is standing still, and with an angled wall on the other side. You will pass through the linedef in a few seconds. | ||||||||
Steps To Reproduce | Open the example wad, map01 For method 1 (angle): 1: compat_plasmabump true 2: Goto BUG 1 3: run forward at the angle that the red arrow points to and get it so your player stops jittering left and right, so that your view is instead bobbing up and down as if you are running normally. 4. If you do this correctly, you will 'break' through the wall in a few seconds of doing so. For method 2 (grate): 1: compat_plasmabump true 2: Goto BUG 2 3: You will need either another player or "summon doomplayer" on the green square. 4: Run on the blue square in the direction the arrow is pointing at, while alongside the other player. 5: You should break through the grate in a few seconds if done correctly. (if you have trouble with this one, try reposition both the green square and blue square player slightly) | ||||||||
Additional Information | Plasmabump also causes loss of friction while on bridge things, and 3d floors can accelerate you. These two bugs seem to happen ONLY on zandronum with compat_plasmabump enabled. The only other port out of (odamex, choc & vanilla doom, zdaemon, gzdoom, zdoom) that has at least one of these bugs is zdaemon. Zdaemon RARELY can have the grate bug (0000002) happen. | ||||||||
Attached Files | ![]() | ||||||||
![]() |
|
Edward-san (developer) 2013-01-04 13:26 |
As it was said often in other occasions, compat_plasmabump should not be used on non-vanilla maps (no bridges, no 3d floors etc). |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
|
Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
![]() |
|||
Date Modified | Username | Field | Change |
2013-01-04 05:54 | Combinebobnt | New Issue | |
2013-01-04 05:54 | Combinebobnt | File Added: plasbump_example.wad | |
2013-01-04 13:26 | Edward-san | Note Added: 0005678 | |
2013-01-04 14:22 | Dusk | Status | new => closed |
2013-01-04 14:22 | Dusk | Resolution | open => won't fix |
Copyright © 2000 - 2025 MantisBT Team |