by GFD » Sat Apr 30, 2016 3:19 pm
It seems that if the lower end of the ceiling of a 3D slope is exactly the same height as the floor of the destination sector, or the upper end of the floor of a 3D slope is exactly the same height as the ceiling of the destination sector, hitscans can go through the 3D slope from some positions.
Attached is a test map with four 3D slopes. The two in front of the player meet the aforementioned requirements. The area behind the player (grey floor) is the same as the area in front of the player, except that the destination sectors for those 3D slopes have their floors and ceilings lowered and raised respectively by 8 units, so those 3D slopes cannot be shot through. If you're in the area directly "in front" of where an affected 3D slope's plane "meets" the surrounding planes, you can shoot through the whole 3D slope. If you're not in this area, only one of two parts of the 3D slope can be shot through; the dividing line between these two parts is determined by the player's position. If you are "behind" the line where the slope's plane "meets" the surrounding planes, the 3D slope cannot be shot through at all.
This behaviour is also present in 2.8.1 and 2.7.1, except only some hitscans will pass through.
- Attachments
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slopehitscantest.wad
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It seems that if the lower end of the ceiling of a 3D slope is exactly the same height as the floor of the destination sector, or the upper end of the floor of a 3D slope is exactly the same height as the ceiling of the destination sector, hitscans can go through the 3D slope from some positions.
Attached is a test map with four 3D slopes. The two in front of the player meet the aforementioned requirements. The area behind the player (grey floor) is the same as the area in front of the player, except that the destination sectors for those 3D slopes have their floors and ceilings lowered and raised respectively by 8 units, so those 3D slopes cannot be shot through. If you're in the area directly "in front" of where an affected 3D slope's plane "meets" the surrounding planes, you can shoot through the whole 3D slope. If you're not in this area, only one of two parts of the 3D slope can be shot through; the dividing line between these two parts is determined by the player's position. If you are "behind" the line where the slope's plane "meets" the surrounding planes, the 3D slope cannot be shot through at all.
This behaviour is also present in 2.8.1 and 2.7.1, except only some hitscans will pass through.