3D floors can be clipped/jumped through
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- GFD
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3D floors can be clipped/jumped through
Attached is a test map containing a horizontal and a vertical volumeless 3D floor. (Turns out the volumelessness doesn't actually matter, but I'm not making a new test map right now.) In development builds (currently using 854-g1722902), if you run into the vertical 3D floor and hold jump, you will eventually go through it. You can't jump into the horizontal 3D floor, but if you noclip to get yourself stuck in it, you can move around while jumping, similar to the vertical one.
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3Dpaper2.wad
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Last edited by GFD on Tue Apr 26, 2016 12:01 am, edited 6 times in total.
- wildweasel
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Re: "Paper" 3D floors render differently, can be jumped thro
Sorry, uh...where is it?GFD wrote:Attached is a test map containing a 3D floor with no volume.
- GFD
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Re: 3D floors can be clipped/jumped through
Frick heck, I forgot to click the "Add the file" button. It's there now.
Last edited by GFD on Tue Apr 26, 2016 12:02 am, edited 1 time in total.
- GFD
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Re: 3D floors can be clipped/jumped through
Found another inconsistency related to this. When running down a slope onto a horizontal volumeless 3D floor at high speeds, you sometimes clip through it. I can't reproduce this on 2.8.1 either.
Attached is another test map, with a sloped sector and a sloped 3D floor leading to a horizontal volumeless 3D floor. If you give yourself max turbo speed and run forwards, you should clip through consistently in dev builds, but not in 2.8.1. It's also possible to clip through without using turbo speed if you straferun at a good angle. Zipping straight to the floor below is the most common outcome, but you can also fall through.
[edit] The rendering issues were introduced separately from these physics issues, and are not actually unique to volumeless 3D floors. I just assumed they were, 'cuz I had just updated ZDoom and that's what I first noticed the issue with, as they were all I was working with at the time. I made a separate topic for the rendering issues.
[edit 2] Similarly, after messing around a bit more, jumping through 3D floors isn't actually unique to volumeless ones. This clipping issue does seem to be, though.
Attached is another test map, with a sloped sector and a sloped 3D floor leading to a horizontal volumeless 3D floor. If you give yourself max turbo speed and run forwards, you should clip through consistently in dev builds, but not in 2.8.1. It's also possible to clip through without using turbo speed if you straferun at a good angle. Zipping straight to the floor below is the most common outcome, but you can also fall through.
[edit] The rendering issues were introduced separately from these physics issues, and are not actually unique to volumeless 3D floors. I just assumed they were, 'cuz I had just updated ZDoom and that's what I first noticed the issue with, as they were all I was working with at the time. I made a separate topic for the rendering issues.
[edit 2] Similarly, after messing around a bit more, jumping through 3D floors isn't actually unique to volumeless ones. This clipping issue does seem to be, though.
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3Dslopeclip.wad
- (15.38 KiB) Downloaded 23 times
- Graf Zahl
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Re: 3D floors can be clipped/jumped through
fixed.
The one with the thin wall was a one-in-a million occurence. Amazing that it even happened with floating point values. The other two were caused by some subtle change in the code that retrieves the current floor height. The portal aware version was a bit different and that was not ok here.
The one with the thin wall was a one-in-a million occurence. Amazing that it even happened with floating point values. The other two were caused by some subtle change in the code that retrieves the current floor height. The portal aware version was a bit different and that was not ok here.