[Won't change] Weird bug

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Expand view Topic review: [Won't change] Weird bug

by Enjay » Sun Sep 14, 2003 1:25 pm

Hirogen2 wrote:Hm. If I make a tunnel, the tunnel opening needs to be 64 wide and 56 high to let the player pass.
56 high, yes, but 64 wide no. You should be able to get down something much narrower than that - 32 apparently. :)

Enemies are wider than the player (Zombie = "width" 20, so is actually 40 wide) and do not move with the accuracy and finesse of a human controlled player, so a wider opening is better for them to ensure they will follow you into a tunnel reasonably easily.

Edit: Dammit Ty :) :)

by Ty Halderman » Sun Sep 14, 2003 1:24 pm

Hirogen2 wrote:Hm. If I make a tunnel, the tunnel opening needs to be 64 wide and 56 high to let the player pass.
Try 33 wide and I bet it'll work. Or you need to put your Doomguy on a diet :shock:

by Hirogen2 » Sun Sep 14, 2003 1:21 pm

Hm. If I make a tunnel, the tunnel opening needs to be 64 wide and 56 high to let the player pass.

by Enjay » Sun Sep 14, 2003 1:20 pm

Hirogen2 wrote:Uh... for me, he is 64 wide (radius 32).
Acording to Dehacked, the player width is 16. An items true width is twice their value in the source or dehacked. The source refers to them not as width (as dehacked does) but as "radius". From my understanding, however, doom things are actually square when viewed from above so it would be more accurate to refer to the 16 value as "half its width" rather than its radius.

Edit: Dammit Cyb. :)

by Cyb » Sun Sep 14, 2003 1:19 pm

uh, no his radius is 16

by Hirogen2 » Sun Sep 14, 2003 1:10 pm

Ty Halderman wrote:Well, the Doomguy is 32 wide,
Uh... for me, he is 64 wide (radius 32).

by Kappes Buur » Sun Sep 14, 2003 10:52 am

.

The first time I encountered this "bug" was in (plain old) HERETIC E1M1, when I squeezed through the columns separating the water areas.

.

by Bio Hazard » Sun Sep 14, 2003 10:35 am

Enjay wrote:
Espi wrote:It seems to be a ZDoom specific bug, with doom2.exe and prboom I can't squeeze through.
Interesting.

Doom2, PRBOOM, Doomsday, Legacy and Eternity won't let me through.

Zdoom (all versions back to 1.18 - didn't test older), Ports based off Zdoom (GL and Skulltag tested), EDGE 1.24, EDGE 1.27 and Vavoom will let me through.

Boom and MBF don't work on this machine, but I suspect they will behave like their derivatives.


As Ty said though, I'm sure that with a little luck, and a bit of a following wind, you could squeeze through 32 wide gaps every now and again in Doom2, so best to make sure the gap is smaller anyway.
you have way too much time on your hands

by Cyb » Sun Sep 14, 2003 9:26 am

there are instances in doom2.exe where you can sneak through a 32uint gap, for instance:

http://ural2.hszk.bme.hu/~ha211/compet- ... ge=map16-2
http://ural2.hszk.bme.hu/~ha211/compet- ... ge=map21-2
http://ural2.hszk.bme.hu/~ha211/compet- ... page=map22

and this one is between a torch and a wall which is quite hard to squeeze through:

http://ural2.hszk.bme.hu/~ha211/compet- ... page=map19

by randi » Sun Sep 14, 2003 9:14 am

Technically, there is no reason why they should block you, because the space between them is exactly the width of the player. Perhaps you shoud call it an original Doom bug that you cannot pass through them in Doom.

And since this falls under the category of physics, don't expect me to intentionally do anything about it. The Doom physics system is scattered all over in too many pieces with too many interdependencies for me to possibly grasp all its nuances.

by Enjay » Sun Sep 14, 2003 9:04 am

Espi wrote:It seems to be a ZDoom specific bug, with doom2.exe and prboom I can't squeeze through.
Interesting.

Doom2, PRBOOM, Doomsday, Legacy and Eternity won't let me through.

Zdoom (all versions back to 1.18 - didn't test older), Ports based off Zdoom (GL and Skulltag tested), EDGE 1.24, EDGE 1.27 and Vavoom will let me through.

Boom and MBF don't work on this machine, but I suspect they will behave like their derivatives.


As Ty said though, I'm sure that with a little luck, and a bit of a following wind, you could squeeze through 32 wide gaps every now and again in Doom2, so best to make sure the gap is smaller anyway.

by Espi » Sun Sep 14, 2003 8:41 am

It seems to be a ZDoom specific bug, with doom2.exe and prboom I can't squeeze through.

by Ty Halderman » Sun Sep 14, 2003 4:27 am

Well, the Doomguy is 32 wide, so it's theoretically possible anyway. I recall that occasionally the a player could get through a 32 gap or fall down a 32 wide hole in DOOM too. I seem to remember purposefully avoiding making any areas of exactly 32 wide when it was important he not go there or get trapped.

In particular, if one was on a ledge next to a 32-wide gap and restored a game from there, you'd drop and get trapped. In this case, I guess the accuracy of the teleport spot and wall alignment is such that it's precisely in the middle. If you move anywhere at all first, you can't get through. However, I bet if you made the pillars 45 degrees from the way they are, still with a 32 gap between the closest point, you could eventually wriggle through.

Certainly not a ZDoom bug, and it happens with 47-not-i too and probably all versions.

Weird bug

by Espi » Sun Sep 14, 2003 2:43 am

http://koti.phnet.fi/repoes/heh.wad

This happens with 47i, walk to the teleport and then straight at the bars, you'll walk throught the 32 pixel wide gap.

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