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
Interactive sector portals throw flying players into air
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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!
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!
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Re: Interactive sector portals throw flying players into air
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.
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.
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Re: Interactive sector portals throw flying players into air
Any news regarding this issue? Sorry to bump this way but it is important on Blade of Agony.
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Re: Interactive sector portals throw flying players into air
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.
Don't expect a quick resolution here.