Cutmanmike wrote:I think that the old behavior was correct as they are not "landing" on the floor (because the teleport spots have 0 z height).
I have to agree. I started using floor triggers for most of my teleporters, because line actions will snag players that are moving over the teleport pad at a considerable height. (Flying, getting launched, walking across a bridge...)
edward850 wrote:Either way, I honestly think that the current behaviour is broken, anyway. ZDoom shouldn't be able to induce an infinite loop using two sector actions. That's too simple to happen.
I can't think of another solution besides reverting the change. Worse, I can't think of a good reason to
want the new behavior. If we could see some comparison of maps that benefit from the change vs being broken by it, I'm betting it would be heavily biased toward the latter.
There's also Graf's input from that other thread:
Graf Zahl wrote:I think the rules for 'actor hits floor' are stupid and too general, this really shouldn't trigger if a sector is entered by teleporting. This was just one of those stupid things that got reported as a bug and Randi dilligently changed it without thinking about the consequences. In any case, recursive teleports, like what happens in this setup are a surefire way to crash the engine, there's not much that can be done about it other than delaying the teleport with a script.
Such a delay introduces other problems, though. (The most simple reason being that it's a pain in the ass to use a script where a direct special should be viable.)
[quote="Cutmanmike"]I think that the old behavior was correct as they are not "landing" on the floor (because the teleport spots have 0 z height).[/quote]I have to agree. I started using floor triggers for most of my teleporters, because line actions will snag players that are moving over the teleport pad at a considerable height. (Flying, getting launched, walking across a bridge...)
[quote="edward850"]Either way, I honestly think that the current behaviour is broken, anyway. ZDoom shouldn't be able to induce an infinite loop using two sector actions. That's too simple to happen.[/quote]I can't think of another solution besides reverting the change. Worse, I can't think of a good reason to [i]want[/i] the new behavior. If we could see some comparison of maps that benefit from the change vs being broken by it, I'm betting it would be heavily biased toward the latter.
There's also Graf's input from that other thread:[quote="Graf Zahl"]I think the rules for 'actor hits floor' are stupid and too general, this really shouldn't trigger if a sector is entered by teleporting. This was just one of those stupid things that got reported as a bug and Randi dilligently changed it without thinking about the consequences. In any case, recursive teleports, like what happens in this setup are a surefire way to crash the engine, there's not much that can be done about it other than delaying the teleport with a script.[/quote]Such a delay introduces other problems, though. (The most simple reason being that it's a pain in the ass to use a script where a direct special should be viable.)