walk over trigger lines ignored after line-line teleport

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Post Reply
User avatar
simc
Posts: 129
Joined: Fri Feb 03, 2012 11:44 am

walk over trigger lines ignored after line-line teleport

Post by simc »

The player, a voodoo doll or a monster does not always launch walk-over trigger lines placed right after the out going of a line to line teleport.

This occures both in Boom and in UDMF formats and even with ZDoom 1.23 beta 33 but not in Boom 2.02 or ZDoom 1.17c in Dosbox. It appears to start when the actor's speed is higher than 1 map units per tic. Even if the length of the scroll vector line is 33-34 map units. The results are repeatable but there are slight variation between some old major engine versions.

At speed of 4 mu/tic it happens to trigger lines 1-4 mu after the teleport.
At speed of 8 mu/tic 1-7 mu after the teleport. (at least)
At speed of 12 mu/tic 1-11 mu after the teleport. (at least)

The test wad is for Doom2 MAP01. Hit the switch to let the voodoo player teleport a few times. It should cross W1-type trigger lines which lower the bars at the same. Use iddt+iddt and "am_showtriggerlines 2" to see the trigger lines on the automap.

edit: subject title fix (2018-10-12)
Attachments
line-line_teleport.7z
(12.97 KiB) Downloaded 101 times
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49067
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: walk over trigger lines ignored after line-line teleport

Post by Graf Zahl »

Due to how Doom's line activation works it is generally a bad idea to place any lines close to a teleporter. Behavior will always be erratic and unpredictable and there is no way to robustly fix this, so I won't try.
Post Reply

Return to “Closed Bugs [GZDoom]”