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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0002574 | Zandronum | [All Projects] Bug | public | 2016-01-12 04:44 | 2016-01-13 23:19 | ||||
Reporter | haxmurderer | ||||||||
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 | 3.0-beta | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0002574: Collision detection wonky with a larger map | ||||||||
Description | I have a UDMF map for my Survivalism/DoomZ WAD that is fairly large, but works perfectly in Zandronum 1.3 and 2.x. The map is entirely contained within the limits of -9400 to +9400 in both axes, which are the limits recommended on the wiki. The bug is that collision detection with walls seems to break and allows you to noclip through solid walls once you get some distance away from the center of the map (eg. around 7000, -4200). I also seem to be able to "slide" super close to some walls, while others are fine. (That part doesn't seem to be correlated with the map coords.) The last part of the bug is that AI actors don't attack you around the sketchy regions. You're unable to collide with them or shoot them, and they can't do the same to you either. I have made a short 2 minute video that demonstrates what I'm talking about. I stumbled into the worst part near the end of the video, where I can fully noclip through major walls: 'https://www.youtube.com/watch?v=eau-ItQkOLA [^]' Stats from GZDoomBuilder: 6845 vertices 7952 linedefs 14333 sidedefs 1240 sectors 1448 things I've attached the map too. Any help would be greatly appreciated! | ||||||||
Steps To Reproduce | Watch the video first. :) To get to the super glitchy region: 1) Go to the right of the spawn and follow the river until it reaches the canyon. 2) Drop down into the canyon and go into the little cave on your left. 3) Try to collide with the walls in that cave. You can clip through them! | ||||||||
Additional Information | I tried to create a small test map but I couldn't reproduce this. It might be something subtly wrong in my map or something to do with how complex or big the map is. | ||||||||
Attached Files | ![]() ![]() | ||||||||
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StrikerMan780 (reporter) 2016-01-12 05:16 edited on: 2016-01-13 04:33 |
Try the version I just uploaded. I think you might have had a fucked-up BLOCKMAP lump left over. (Old versions of GZDoom Builder do this if you try to convert from Doom In Hexen to UDMF.) |
haxmurderer (reporter) 2016-01-12 06:36 |
StrikeMan780: Yup, that fixed it. Thanks a ton! Should I just keep working with your version of the map then? I probably have another map or two that are borked. |
haxmurderer (reporter) 2016-01-12 07:01 |
And while I'm at it - Does anyone know if there's been any change in the map limits in Zandronum 3.0? Can I make maps bigger than +/-9400 map units? Thanks again! |
Edward-san (developer) 2016-01-12 17:05 edited on: 2016-01-12 21:34 |
Does this problem happen in gzdoom 1.8.6? |
ibm5155 (reporter) 2016-01-12 23:38 |
well, tbh, my last maps didn't worked on zandronum 3.0 because of their size (crash) but it doesn't crash on the zdoom 2.6 (and that one is quite old) Here's the wad that I made'http://www.mediafire.com/download/om1oszr45c7ooxe/SSHU+EASTER+EGG.PK3 [^]' and if you have some kind of epilepsy, better not test this mod) Basically, the map uses every free space on map editor using the gzdoom builder. It's not required to be that huge, since my other mod crashes because of the map size'http://i.imgur.com/XXOawfD.png [^]' (If I remove the ibm5155 part, the map will not crash over zandronum) |
haxmurderer (reporter) 2016-01-13 03:28 |
Edward-san: The same problem happens in GZDoom 1.8.6 with my map, and the fixed map from StrikerMan780 works there too. |
StrikerMan780 (reporter) 2016-01-13 04:26 edited on: 2016-01-13 04:43 |
It's not so much a bug with Zandronum or GZDoom. It was a problem with the map. It had fucked up ZNODES and BLOCKMAP. I fixed it by deleting everything except the map header, TEXTMAP, BEHAVIOR, and SCRIPTS, then opening the map with the newest GZDoom builder, moving a vertex around to convince GZDoom I changed something (so it rebuilds the nodes), moving the vertex back into it's original position afterwards, then saving the map. Older GZDoom Builder versions would mangle shit up when converting between map formats, leaving a BLOCKMAP lump behind, which GZDoom Builder doesn't update, and isn't necessary in UDMF, as Zan/GZDoom generates it's own when it can't find an existing BLOCKMAP. ZDoom 2.6 and prior may react differently because of certain changes (such as the new nodes format), but things were still pretty muffed up behind the scenes so to speak. Edit: edited my posts, it's the BLOCKMAP lump that's the issue, not REJECT, derp. Got the two backwards. |
Dusk (developer) 2016-01-13 23:19 |
Closing since the problem was with the map, then. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2016-01-12 04:44 | haxmurderer | New Issue | |
2016-01-12 04:44 | haxmurderer | File Added: doomz2.wad | |
2016-01-12 05:10 | StrikerMan780 | File Added: doomz2_fixed.wad | |
2016-01-12 05:16 | StrikerMan780 | Note Added: 0014073 | |
2016-01-12 06:36 | haxmurderer | Note Added: 0014074 | |
2016-01-12 07:01 | haxmurderer | Note Added: 0014075 | |
2016-01-12 17:05 | Edward-san | Note Added: 0014078 | |
2016-01-12 21:34 | Dusk | Note Edited: 0014078 | View Revisions |
2016-01-12 23:38 | ibm5155 | Note Added: 0014080 | |
2016-01-13 03:28 | haxmurderer | Note Added: 0014081 | |
2016-01-13 04:26 | StrikerMan780 | Note Added: 0014082 | |
2016-01-13 04:26 | StrikerMan780 | Note Edited: 0014082 | View Revisions |
2016-01-13 04:26 | StrikerMan780 | Note Edited: 0014082 | View Revisions |
2016-01-13 04:29 | StrikerMan780 | Note Edited: 0014082 | View Revisions |
2016-01-13 04:33 | StrikerMan780 | Note Edited: 0014082 | View Revisions |
2016-01-13 04:33 | StrikerMan780 | Note Edited: 0014073 | View Revisions |
2016-01-13 04:34 | StrikerMan780 | Note Edited: 0014082 | View Revisions |
2016-01-13 04:39 | StrikerMan780 | Note Edited: 0014082 | View Revisions |
2016-01-13 04:43 | StrikerMan780 | Note Edited: 0014082 | View Revisions |
2016-01-13 23:19 | Dusk | Note Added: 0014083 | |
2016-01-13 23:19 | Dusk | Status | new => closed |
2016-01-13 23:19 | Dusk | Resolution | open => no change required |
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