[r160] Hitscans do not hit 3-d floor from the bottom?

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Nash
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[r160] Hitscans do not hit 3-d floor from the bottom?

Post by Nash »

I've sent you a PM with a link to a test WAD that uses an invisble actor that shoots hitscans to simulate a flashlight.

Puke 501 to turn the flashlight on.

The problem is, when you aim it upwards onto the ceiling which was created from a 3-d floor, the shot goes right through.

Aiming it from above (so it hits the 3-d floor's top) works though.
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Post by Nash »

I'd like to know if this is a bug, or something that can't be fixed. If it's a bug, I'll patiently wait for it to be fixed; otherwise, I'll have to design my mod revolving around the fact that this will never work anytime soon... and I'd rather do it from the beginning than later on (and having to tediously change many things later down the road).
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Post by Enjay »

Possibly related to this (splashes on thin 3D floors)

http://forum.drdteam.org/viewtopic.php?t=3410
Graf Zahl wrote:I can't fix this because the puff spawning code messes around with the coordinates so I never get a proper position for the puff.
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Post by Nash »

Hmmm. That's too bad. I may have to scrap use of 3-d floors then.

EDIT: I'm working around this by placing a CustomBridge thing just below the 3-d floor. I hope this doesn't get broken in future versions...

EDIT 2: Arghifications! Due to the way my flashlight is setup (dummy actor that has it angle and pitch set to player's, and fires a hitscan (this is to allow weapons + flashlight)), placing the custom bridge thing will make the flashlight "snap" onto the custom bridges. Oh snap!
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Post by Graf Zahl »

If the shot passes through the 3D floor it's a bug. If it's just the puff's position I can't say.
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Post by Nash »

Well, after trying one of Enjay's test WADs where he used lots of 3-d floors, and turning on sv_fastweapons 2, I do see that the puff occasionally passes right through the floor.

Have you tried the example file I linked to in your PM? I assumed that you had already downloaded it, so I deleted it. I'll put it back up if it'll help you find the bug.

Please let me know.
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Post by Graf Zahl »

I have downloaded it but haven't found the time yet to investigate.
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Post by Nash »

Okay then, take your time.
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Post by Graf Zahl »

I hope it works now. There was a bug in the 3D floor code that checked for the real ceiling texture and did incorrect things when it was a sky.
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Post by Nash »

Sorry for the late reply - didn't realize this was fixed.

And indeed it is fixed. I was actually thinking of messing with fast projectiles the other day, but now that this is fixed, I don't have to deal with all that.

Thanks for the fix... you can close this now.
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