Hellbound MAP14 - stuck in elevator?

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Player701
 
 
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Graphics Processor: nVidia with Vulkan support
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Hellbound MAP14 - stuck in elevator?

Post by Player701 »

I've found a weird glitch where the player seems to get stuck in an elevator.

How to reproduce: open Hellbound MAP14 and proceed to an elevator which will rise up as soon as you step on it (impossible to miss, only one way to go). By moving around while the elevator is going up and especially by bumping into walls it is possible to get stuck so that you'll be unable to get off the platform without noclipping. The player's view height will be at the floor level (see the attached screenshot).

The platform will continue to function normally after it has risen completely (by stepping onto it from above or pressing on it from below) and it is still possible to fall victim to the bug. But it only seems to happen when it's moving up, not down.

This seems to be an engine bug and not a map bug. By inspecting the map in Doom Builder, I haven't found anything unusual in that particular place. The bug happens both in GZDoom 3.1.0 and the latest devbuild.

P.S. Had to convert the screenshot to JPEG to attach it. IMHO, the forum should allow attaching screenshots produced by GZDoom without processing them first... :?
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Player is now stuck.
Player is now stuck.
_mental_
 
 
Posts: 3812
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Re: Hellbound MAP14 - stuck in elevator?

Post by _mental_ »

It seems that nodes must be rebuilt to avoid this issue.

Could you please try to reproduce the issue with gennodes CVAR set to true?
You can use this command line to test:

Code: Select all

-iwad doom2 -file hellbnd.zip +map map14 "+warp -2730 220" +notarget +gennodes 1
If it will work fine like for me, I'll add compatibility option for this map.
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Graf Zahl
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Lead GZDoom+Raze Developer
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Re: Hellbound MAP14 - stuck in elevator?

Post by Graf Zahl »

There's definitely some broken nodes in that sector. But from how that part of the map looks it can only be triggered by a moving sector. I guess it is caused by all the tiny sectors in front of the lift causing precision errors with the standard node format.
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Player701
 
 
Posts: 1640
Joined: Wed May 13, 2009 3:15 am
Graphics Processor: nVidia with Vulkan support
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Re: Hellbound MAP14 - stuck in elevator?

Post by Player701 »

_mental_ wrote:It seems that nodes must be rebuilt to avoid this issue.

Could you please try to reproduce the issue with gennodes CVAR set to true?
You can use this command line to test:

Code: Select all

-iwad doom2 -file hellbnd.zip +map map14 "+warp -2730 220" +notarget +gennodes 1
If it will work fine like for me, I'll add compatibility option for this map.
Seems to work fine for me.
_mental_
 
 
Posts: 3812
Joined: Sun Aug 07, 2011 4:32 am

Re: Hellbound MAP14 - stuck in elevator?

Post by _mental_ »

Fixed in 9ac7aaf.
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