[Won't change] [r3279] CantLeaveFloorPic behavior

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[r3279] CantLeaveFloorPic behavior

Postby LilWhiteMouse » Tue Aug 16, 2011 8:15 pm

I'm not sure if this is a bug, or intended behavior. A monster with the CantLeaveFloorPic flag will cross into a different texture until it's center reaches the sector's edge. I thought boundary was the monster's outside radius? If not, should it be?
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Re: [r3279] CantLeaveFloorPic behavior

Postby NeuralStunner » Tue Aug 16, 2011 9:55 pm

The sector an actor occupies is technically where its center is, so no, that isn't abnormal.
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Re: [r3279] CantLeaveFloorPic behavior

Postby LilWhiteMouse » Tue Aug 16, 2011 10:28 pm

I just did a quick test in Wolfen and the stalkers don't exhibit this behavior. They stop when their boundary box reaches a different texture.

BTW, I'm the original author of this topic, forgot to login first. Thought the posting procedure was a little weird.
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Re: [r3279] CantLeaveFloorPic behavior

Postby randi » Sat Mar 31, 2012 9:50 pm

Could you make a quick test where the monsters don't leave and where they do so I can compare?
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Re: [r3279] CantLeaveFloorPic behavior

Postby LilWhiteMouse » Mon Apr 02, 2012 4:03 pm

When I did the test I discovered another detail. The height difference between the actor's sector and border sector makes a big difference. If the actor's sector is higher, it can almost completely exit the sector. If it's the same height, it will only travel outside to it's center point. If it's sector is lower, then it won't leave at all. The demo map (for Hexen, Map01), demonstrates this. The left sector is higher (by 1 unit), the center sector is equal, and the right sector is lower (by 1 unit). Each has it's own actor, best viewed with the automap cheat.
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Re: [r3279] CantLeaveFloorPic behavior

Postby Graf Zahl » Sun Apr 22, 2012 5:01 am

That's actually normal behavior for determining the actor's floor texture.
I guess this needs another check when crossing a line to make sure that there's no 'invalid' texture on the other side.
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Re: [r3279] CantLeaveFloorPic behavior

Postby printz » Sun Apr 22, 2012 8:57 am

It would be wonderful for me to know which part of the code in Doom serves to determine the floor texture like you're describing.
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Re: [r3279] CantLeaveFloorPic behavior

Postby Graf Zahl » Sun Apr 22, 2012 9:43 am

Most of it is done in P_LineOpening.

Regarding the actual problem. does it help to set 'MaxStepHeight' and 'MaxDropoffHeight' to 0?
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Re: [r3279] CantLeaveFloorPic behavior

Postby LilWhiteMouse » Sun Apr 22, 2012 10:26 am

Graf Zahl wrote:Regarding the actual problem. does it help to set 'MaxStepHeight' and 'MaxDropoffHeight' to 0?

Equal height, different textures still behave the same (wanders halfway outside). The other two situations stick to their sector, but it also has the unfortunate (and expected) effect of preventing them from entering another sector of different height, but of the same texture.
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Re: [r3279] CantLeaveFloorPic behavior

Postby Graf Zahl » Sun Apr 22, 2012 12:01 pm

Ok, pretty much as expected.

To be honest, I don't know what to do here. The behavior is precisely what can be expected when you know how the engine works.
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Re: [r3279] CantLeaveFloorPic behavior

Postby LilWhiteMouse » Sun Apr 22, 2012 12:08 pm

[Can't fix]?
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Re: [r3279] CantLeaveFloorPic behavior

Postby Graf Zahl » Sun Apr 22, 2012 12:55 pm

Let's wait for Randy first
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Re: [r3279] CantLeaveFloorPic behavior

Postby randi » Sun Apr 22, 2012 9:47 pm

Boom provides the means to check every floor underneath the actor, but I haven't decided what I want to do with this yet.
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Re: [r3279] CantLeaveFloorPic behavior

Postby randi » Fri Apr 27, 2012 8:21 pm

Well, I think I'm just going to leave this as-is.
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