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IDProjectCategoryView StatusDate SubmittedLast Update
0002574Zandronum[All Projects] Bugpublic2016-01-12 04:442016-01-13 23:19
Reporterhaxmurderer 
Assigned To 
PrioritynormalSeveritymajorReproducibilityalways
StatusclosedResolutionno change required 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version3.0-beta 
Target VersionFixed in Version 
Summary0002574: Collision detection wonky with a larger map
DescriptionI 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 ReproduceWatch 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 InformationI 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? file icon doomz2.wad [^] (3,486,755 bytes) 2016-01-12 04:44
? file icon doomz2_fixed.wad [^] (3,477,977 bytes) 2016-01-12 05:10

- Relationships

-  Notes
User avatar (0014073)
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.)

User avatar (0014074)
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.
User avatar (0014075)
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!
User avatar (0014078)
Edward-san (developer)
2016-01-12 17:05
edited on: 2016-01-12 21:34

Does this problem happen in gzdoom 1.8.6?

User avatar (0014080)
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)
User avatar (0014081)
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.
User avatar (0014082)
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.

User avatar (0014083)
Dusk (developer)
2016-01-13 23:19

Closing since the problem was with the map, then.

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- Issue History
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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