Interactive sector portals throw flying players into air

Is there something that doesn't work right in the latest GZDoom? Post about it here.

Moderator: GZDoom Developers

Forum rules
Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.

If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.

Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!

Interactive sector portals throw flying players into air

Postby Cedric Greenwater » Tue Apr 20, 2021 10:34 am

Hello! I would like to file a bug report on a problem we discovered during Blade of Agony playtesting.
https://github.com/Realm667/WolfenDoom/ ... portal.zip
Activate the 'fly' cheat, submerge the player pawn into the sector over the portal plane, and then move it towards one of the upper portal lines with high speed. After that, the player would sometimes instantly change their Z coordinate or even get thrown into air upon hitting the portal line with some additional velocity, even if at that time the player was lower than -24 units with respect to the high ground.
This only seems to happen with the upper part of the portal.
Video: https://user-images.githubusercontent.c ... 49b208.mp4
Cedric Greenwater
 

Re: Interactive sector portals throw flying players into air

Postby AFADoomer » Thu Apr 22, 2021 8:56 am

Some clarification on this bug:

Recreating this situation requires a floor/ceiling portal setup where the "upper" area's floor portal sector is recessed into the surrounding floor, as in the linked .wad above.

If a player that is traversing the portal (so the actor's feet are below the portal plane, but eyes are above it) makes contact with one of the inside walls of the upper recessed area, the player will immediately warp to the z-height of the upper area's surrounding floor - essentially moving as if the portal plane was level with the surrounding floor, instead of colliding with the surrounding wall as expected.
User avatar
AFADoomer
 
Joined: 15 Jul 2003

Re: Interactive sector portals throw flying players into air

Postby Ozymandias81 » Thu Apr 29, 2021 4:43 pm

Any news regarding this issue? Sorry to bump this way but it is important on Blade of Agony.
User avatar
Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars
Github ID: Ozymandias81
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Interactive sector portals throw flying players into air

Postby Graf Zahl » Fri Apr 30, 2021 12:29 am

This is a known and very tricky issue with Doom's movement code. The entire position checking is done in 2D and these portals just manage to throw it off.
Don't expect a quick resolution here.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany


Return to Bugs

Who is online

Users browsing this forum: No registered users and 1 guest