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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0001388 | Zandronum | [All Projects] Bug | public | 2013-07-01 22:42 | 2019-06-04 21:54 | ||||||||
Reporter | ibm5155 | ||||||||||||
Assigned To | Dusk | ||||||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||||||
Status | new | Resolution | open | ||||||||||
Platform | Microsoft | OS | Windows | OS Version | 8 X64 | ||||||||
Product Version | 1.0 | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0001388: Effects of Ceiling_RaiseByValue on 3D floors not properly reset during a map reset | ||||||||||||
Description | Ok so here I´ve found 4 bugs on the zm09 map, and I minimalize the scripts/files and put two switches to do a faster test. lava spawn on 3d floor (it doesn´t fully affect normal sectors), if you look, the "floor" texture from the 3d floor'll disapear on the restart of the map, and if you go down of it, you´ll die... wad test 'https://mega.co.nz/#!j9QViDxQ!IKFh5G0Ul1fwwcywBMt_FD9kwa4lNn_i2GK4dSZJHio [^]' | ||||||||||||
Steps To Reproduce | First you need doomseker or other multiplayer launcher load these files:Doom2.wad,Skulltag_actors,Skulltag_data_126,ZM09_LE.wad Start on surival mode and start on map zm09 To active the Lava bug press the switch on the right, you enter on the lava and you die, when the map reset be down of the 3D floor with the weird orange color (a bug) | ||||||||||||
Attached Files | ZM09_LE_LAVA.7z [^] (1,920 bytes) 2013-07-11 19:20 ZM09_LE_LAVA3.pk3 [^] (14,199 bytes) 2015-02-17 20:53 | ||||||||||||
Relationships | ||||||||||||||||
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Notes | |
(0006547) Dusk (developer) 2013-07-01 23:53 |
I've split the three issues into separate tickets each. Also, you mention four issues but only three were reported? |
(0006551) ibm5155 (reporter) 2013-07-02 11:46 |
oh I typed wrong, I´ll fix it |
(0006617) ibm5155 (reporter) 2013-07-10 23:42 |
'http://www.mediafire.com/download/phyicibf4dwp1th/Zombie_Horde_-_ZM09_LAVA_BUG.rar [^]' Ok better example with an recorded demo on zandronum 1.1 (just require doom2.wad and the mod itself) The interesting is there´re some different results on both renders, on software the 3d floors "floor" will be there but not on opengl, also the lava texture stuck on software when it touches the 3d floor but not on opengl... The instructions are simple, start the map(online), you press the switch, and the lava come up, then you go die on the lava, when the map resets, the lava'll be there and will kill everyone that enter on it. Also the lightcolor from the lava will not be reseted, being visible up the 3d floor |
(0006620) Torr Samaho (administrator) 2013-07-11 19:22 |
I can confirm that the 3D floor changes in the test map are not properly reset during a map rest. I also further condensed the example wad and uploaded it to the tracker. |
(0006630) Dusk (developer) 2013-07-14 16:01 |
I'll look at this in a bit... |
(0007757) ibm5155 (reporter) 2013-12-29 18:04 edited on: 2013-12-29 18:05 |
Tested on 2.0 beta and didn't changed nothing... EDIT:also it bugs offline (tested playing in survival mode alone) |
(0008084) Dusk (developer) 2014-01-19 11:45 |
okay so I looked into this, it seems that when a non-solid 3D floor intersects with another 3D floor, the 3D floor internally gets split. This split isn't properly cleaned up upon map resets. |
(0011307) ibm5155 (reporter) 2015-01-06 00:46 |
I think somehow it's reseted, because when I die and the then the game starts, I'll see the lava over the floor, but, if I press the switch, it goes down and then it goes up (like if zandronum just did not reset the last change, but it reset when that 3D floor moves again) if not it would grow up from where it stopped right? Plus: tested on 1.3 now |
(0011675) ibm5155 (reporter) 2015-02-13 00:33 edited on: 2015-02-13 00:35 |
!UPDATE! New example wad. this one inclues: 1 resetmap switch 1 lower ceiling switch 1 manual reset (ibm invention to fix this :p) How to use, open zm09 map in survival mode, when you start activate the first "UP" switch, when the 3D floor reach the other 3D floor, press the last button the "resetmap", you'll see that there's a 3D floor on the middle, so now press the reset switch and voala it disapeared :D Explanation: when the 3D floor reach the other one it do some split, that space used before it reach the 3D floor will be a new one, and the older one will just start to grow up on the top of it. So when the map is reseted, it reset the normal 3D floor, but not his children that is linked to it, so you'll see that 3D floor lava, but it still works as a children node, so if you change the father's size, it'll update their childrens nodes, so like in a normal case, when the 3D floor goes back to his original spot, when he reach again the ceiling of that black 3D floor, the father node will use the children node and his node will be exlude, so now we'll have just 2 3D floors on this map and not 3 as before... So basically what does this "manual fix" does is to force the childrens nodes to update their status without changing the father node position. Other weird results noted: 1)if you bug the lava, and you look up, you'll see this weird sprite:http://i.imgur.com/u6nRijV.png 2)when you bug t he lave, and with godmode you enter on it, the floor of that 3D floor will be disapeared, but t he ceiling of it will be viewed... Also another note The scroll texture is bugged when the new node is created, but it was fixed on gzdoom, but here, when this happens the floor of the middle black 3D floor disapear without a map reset. I'll update the example wad right now Also, thanks Edward-Sam for the support :D edit: well, idk how to attach a new file here so here it goes'http://1drv.ms/1zbwBlo [^]' |
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Issue History | |||
Date Modified | Username | Field | Change |
2013-07-01 22:42 | ibm5155 | New Issue | |
2013-07-01 23:51 | Dusk | Priority | high => normal |
2013-07-01 23:51 | Dusk | Severity | major => minor |
2013-07-01 23:51 | Dusk | Description Updated | View Revisions |
2013-07-01 23:51 | Dusk | Steps to Reproduce Updated | View Revisions |
2013-07-01 23:51 | Dusk | Additional Information Updated | View Revisions |
2013-07-01 23:51 | Dusk | Relationship added | related to 0001389 |
2013-07-01 23:51 | Dusk | Relationship added | related to 0001390 |
2013-07-01 23:53 | Dusk | Note Added: 0006547 | |
2013-07-02 11:46 | ibm5155 | Note Added: 0006551 | |
2013-07-10 23:42 | ibm5155 | Note Added: 0006617 | |
2013-07-11 19:20 | Torr Samaho | File Added: ZM09_LE_LAVA.7z | |
2013-07-11 19:22 | Torr Samaho | Note Added: 0006620 | |
2013-07-11 19:25 | Torr Samaho | Summary | Bugs that may affect the gameplay and the map itself durin the map reset => Effects of Ceiling_RaiseByValue on 3D floors not properly reset during a map reset |
2013-07-11 19:25 | Torr Samaho | Status | new => confirmed |
2013-07-14 16:01 | Dusk | Note Added: 0006630 | |
2013-07-14 16:01 | Dusk | Assigned To | => Dusk |
2013-07-14 16:01 | Dusk | Status | confirmed => assigned |
2013-12-29 18:04 | ibm5155 | Note Added: 0007757 | |
2013-12-29 18:05 | ibm5155 | Note Edited: 0007757 | View Revisions |
2014-01-19 11:45 | Dusk | Note Added: 0008084 | |
2014-07-07 23:18 | Dusk | Relationship added | related to 0001876 |
2015-01-06 00:46 | ibm5155 | Note Added: 0011307 | |
2015-02-13 00:33 | ibm5155 | Note Added: 0011675 | |
2015-02-13 00:35 | ibm5155 | Note Edited: 0011675 | View Revisions |
2015-02-17 20:53 | ibm5155 | File Added: ZM09_LE_LAVA3.pk3 | |
2019-06-04 21:54 | Dusk | Status | assigned => new |
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