SetOrigin() doesn't handle interpolation between portals

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!
User avatar
Fishytza
Posts: 788
Joined: Wed Feb 23, 2011 11:04 am
Preferred Pronouns: No Preference

SetOrigin() doesn't handle interpolation between portals

Post by Fishytza »

I'm not even sure if this is intentional or not so apologies in advance.

Tested with 4.1.2 64bit and g4.2pre-114-g6ba8faa7f 64bit.
Here's a test map with a simple class (zscript) that moves from point to point using SetOrigin(). Load with Doom2 and start a new game. Notice as it crosses the line portal (grass floor) how glitched it appears for a split second. It'll cross back and forth over and over so you can clearly see the effect.
setorigin-portal-test.pk3
I am aware of the other thread that seems to describe a similar problem but I decided to make my own because I think SetOrigin() is to blame while the OP of that thread seems to think it's level.Vec3Offset(). My example uses Vec3Angle().
You do not have the required permissions to view the files attached to this post.

Return to “Bugs [GZDoom]”