Mancubus fireball clipping

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Torq95
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Mancubus fireball clipping

Post by Torq95 »

This bug is from Vanilla Doom but it occured right when I was playing Scythe 2 on GZDoom on MAP07: Temple of Isis. I witnessed the bug right when I was fighting the mancubi outside, and one of them fired right behind one of the platforms the mancubi are planted (4 mancubi). One of the fireballs PASSED through the platform but I dodged it, anyway.

A similar effect is witnessed by me when I was playing NeoDoom. On MAP01: Landing Base, in the cargo room with the pool of toxic waste, a lost soul I didn't kill passed through a small crate with one-half of the lost soul above the crate. It was weird, and it only occured once. Help here, please? :(
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Post by Matt »

Screenshot needed.

Bind a key to "freeze" to make it easier.

Besides that, though, note that a lot of the sprites are bigger than the collision cylinders themselves (every object in Doom is a vertical cylinder defined by height and radius).
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Post by Project Shadowcat »

Vaecrius wrote:Screenshot needed.

Bind a key to "freeze" to make it easier.

Besides that, though, note that a lot of the sprites are bigger than the collision cylinders themselves (every object in Doom is a vertical cylinder defined by height and radius).
Uhm. Boxes, Vaecrius, boxes.

I'm gonna definitely say "Not a bug." Objects are smaller than they appear. Look at the Revenant, while his sprite is very tall, his collision box is just as tall as the player's. And you are rather short.
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Graf Zahl
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Post by Graf Zahl »

Make a demo that demonstrates the error, please.

The bug you mention has been fixed a long time ago. But as Vaecrius said, the sprites for this projectile are quite a bit larger than the actual object so it may just be that. Also, do you have the 'wallrunning' option on in the compatibility menu? If so, all bets are off. That one reintroduces a lot of clipping bugs into the movement code.
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Torq95
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Post by Torq95 »

Graf Zahl wrote:Make a demo that demonstrates the error, please.

The bug you mention has been fixed a long time ago. But as Vaecrius said, the sprites for this projectile are quite a bit larger than the actual object so it may just be that. Also, do you have the 'wallrunning' option on in the compatibility menu? If so, all bets are off. That one reintroduces a lot of clipping bugs into the movement code.
Uh, Graf, the error ONLY occured ONCE. There's no way I'm going to get it back. Also, the "wallrunning" option is turned off, so the sprites may be a bit larger. I couldn't take a screenshot, tried once, screenie message didn't show up.
Last edited by Torq95 on Thu Aug 23, 2007 8:09 am, edited 1 time in total.
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Risen
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Post by Risen »

If you can't reproduce it, it's unlikely to be fixed.
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Post by KeksDose »

Also, if this really only happened once there's no need to report it. These might be just some "collision box" quirks (collision box is smaller than the original sprite). See if you can reproduce this a few times, and find a cause of this.
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Post by CaptainToenail »

I notice this all the time on ST coop, it's simply the sprites being larger than the actual object, so it's not really a bug.
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Graf Zahl
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Post by Graf Zahl »

In that case...
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Torq95
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Post by Torq95 »

Graf Zahl wrote:In that case...
What?
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Post by TheDarkArchon »

*facepalms*

The bug gets closed, that's what.
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Post by Matt »

...these... boxes... are still essentially cylinder-shaped, though, right?

Not, like, actual squares with corners where facing a target NE gives you a better shot than facing it due east? o_O;
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Post by Enjay »

It's my understanding that they are boxes - not cylinders. As such, many editing programs are wrong when they show Doom actors as circular in plan view.
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Post by Nash »

Vaecrius - Play ZDoom, go into the console and type am_cheat 3 and look at the automap for a pleasant surprise.
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Zippy
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Post by Zippy »

Ah, yes... squares actors without rotating boxing even. It's what makes slipping into those thin diagonal corridors so difficult.
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