[3547] Things on 3D midtextures spawn/respawn problems

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Expand view Topic review: [3547] Things on 3D midtextures spawn/respawn problems

Re: [3547] Things on 3D midtextures spawn/respawn problems

by unknownna » Mon Apr 09, 2012 9:44 pm

Excellent, thank you.

Re: [3547] Things on 3D midtextures spawn/respawn problems

by randi » Mon Apr 09, 2012 9:31 pm

Fixed all issues with 3D midtextures exhibited in this map.

Re: [3547] Things on 3D midtextures spawn/respawn problems

by NeuralStunner » Mon Apr 09, 2012 1:09 pm

Gez wrote:Could we get a mapinfo flag for that?

Something to mark a map as being made for modern ZDoom and to use correct spawning code without compatibility hacks.

Code: Select all

choppers = true; // ... Doesn't suck.
:P

Re: [3547] Things on 3D midtextures spawn/respawn problems

by Graf Zahl » Mon Apr 09, 2012 12:27 pm

I wouldn't mind at all. Then we could just declare any mod using the old system with 3D floors and midtexes unsupported. ;)

Re: [3547] Things on 3D midtextures spawn/respawn problems

by Gez » Mon Apr 09, 2012 11:44 am

Graf Zahl wrote:It's not possible to make the code foolproof. Item spawning upon map load is quite broken but this has to be preserved for compatibility. But you can't copy that brokenness everywhere.
Could we get a mapinfo flag for that?

Something to mark a map as being made for modern ZDoom and to use correct spawning code without compatibility hacks.

Maybe use it as well for actually making use of player start z-heights, so that there's no need anymore to hack around with instant teleports or silent lowering floor when you want a player to start on a ROR effect (3D floor, 3D midtex, bridge thing, whatever).

Re: [3547] Things on 3D midtextures spawn/respawn problems

by Graf Zahl » Mon Apr 09, 2012 11:31 am

I agree about that part. Spawning a monster on a midtex should work.

Re: [3547] Things on 3D midtextures spawn/respawn problems

by unknownna » Mon Apr 09, 2012 11:23 am

Graf Zahl wrote:It's not possible to make the code foolproof. Item spawning upon map load is quite broken but this has to be preserved for compatibility. But you can't copy that brokenness everywhere.
I see. IMHO, the current item/barrel/monster spawn/respawn behavior on 3D midtextures is unexpected and inconsistent (in ZDoom 2.5.0, items even fall through midtextures upon respawn). I'd like to hear what Randy has to say before we close this report.

Re: [3547] Things on 3D midtextures spawn/respawn problems

by Graf Zahl » Mon Apr 09, 2012 11:13 am

Graf Zahl wrote:Crash fixed.

As for the 'incorrect' item respawning the code says this:

// Do not reappear under the floor, even if that's where we were for the initial spawn.


I think the bottom line is that you just can't expect every conceivable situation to result in a perfect respawn. Twist a system too much and it will break - and this test map is full of such things.

It's not possible to make the code foolproof. Item spawning upon map load is quite broken but this has to be preserved for compatibility. But you can't copy that brokenness everywhere.

[3547] Things on 3D midtextures spawn/respawn problems

by unknownna » Mon Apr 09, 2012 10:45 am

randy wrote:Although now that I think about it, you should probably add 3D midtextures to your tests. They've gone unrepresented in these tests and just been assumed to work if 3D floors work.
Sector floor height : 0
Thing Z position: 32
Lower midtexture height ("STEPTOP" lower unpegged with Y offset 16) : 32
Higher midtexture height ("STEP2" lower unpegged with Y offset 40) : 56
  • Barrels and monsters fall through midtextures upon spawn, but respawn on the tallest one.
  • Items and weapons respawn with the wrong z height. You can see that the chaingun and health bonus actors have their z position shifted down a few map units after respawning.
Image

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