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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003573||Zandronum||[All Projects] Bug||public||2018-12-08 21:38||2018-12-08 21:39|
|Target Version||Fixed in Version|
|Summary||0003573: Warp functions ignore collision against 3D floors|
|Description||Warp/A_Warp can allow actors to pass through 3D floors due to an issue with the collision checking of the actor's z position. This causes some props and interactions involving A_Warp to completely ignore collisions, which can allow players to pass through certain walls.|
|Steps To Reproduce||- Load the attached wad with Zandronum 3.0 or 3.1.|
- On MAP01, there are two platforms moving around a central pillar with a gray ash wall on the right and a fireblu wall to the left.
- If you try to ride on these platforms, you should be knocked off by both of these structures.
- If you ride the platform into the gray ash wall, you will get knocked off.
- If you ride the platform into the fireblu wall, you will pass through.
The fireblu wall is a solid 3D floor. You can validate that it is normally impossible to pass through this wall by running into it yourself and shooting it and observing the puffs.
|Additional Information||This issue is present in Zandronum versions 3.0 and 3.1.|
This issue is resolved in GZDoom 2.2.0, but is present in 2.1.1 and 1.9.1.
|Attached Files||WarpClipTest.wad [^] (27,296 bytes) 2018-12-08 21:38|
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|Supporters:||No one explicitly supports this issue yet.|
|Opponents:||No one explicitly opposes this issue yet.|
|2018-12-08 21:38||Michael4797||New Issue|
|2018-12-08 21:38||Michael4797||File Added: WarpClipTest.wad|
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