[2.6.1] Bug: DM telefrag spawn check fails when in the air

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Expand view Topic review: [2.6.1] Bug: DM telefrag spawn check fails when in the air

Re: [2.6.1] Bug: DM telefrag spawn check fails when in the a

by randi » Thu Feb 07, 2013 3:10 pm

Fixed in r4070.

Re: [2.6.1] Bug: DM telefrag spawn check fails when in the a

by Gez » Wed Feb 06, 2013 6:17 pm

Note that ZDoom has a MAPINFO option to make player starts spawn at their actual heights rather than the floor.

[2.6.1] Bug: DM telefrag spawn check fails when in the air

by Watermelon » Wed Feb 06, 2013 6:13 pm

If you have 2 deathmatch spawns, there will be no telefragging done unless all the spots are blocked (I believe). If however you lift the deathmatch spawn spot off the ground to a height greater than the player (lets say DMSpotHeight > FloorZ + 64 map units), the check says its clear because it's based off of the Z height of 64, but the spawn happens on the ground, thus effectively telefragging the player, but the function to check if someone is in the way actually returns false despite the telefrag (which is not supposed to happen).

Therefore, the check should be made on the ground, or deathmatch spawn spots should not be subject to gravity. This was discovered when playing Zandronum online with CTF where an author made the map spawns 64 units off the ground for whatever reason, and ridiculous amounts of telefragging occurs in populated games.

In the map I attached, both spawns are in mid air. If you edit the map to have them at a height of 0, you will never telefrag the other player since the detection mechanism for something blocking the spawn will return true. I assume this is why there was Teleport / Teleport (Z height) / Teleport (Z height + gravity) was introduced.


Map: http://files.drdteam.org/index.php/file ... agtest.zip
Command line parameters: -deathmatch +sv_cheats true
Cheats are so that you don't have to spend forever killing them with a pistol or run out of ammo.

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