Paranoidiac.zip: Floating or Sinking Models

Moderator: Rex Claussen

User avatar
Rex Claussen
Developer
Developer
Posts: 2658
Joined: Tue Jul 11, 2006 18:36
Contact:

Paranoidiac.zip: Floating or Sinking Models

Post by Rex Claussen »

I have found a couple of models (see below) on which gravity behaves differently in paranoidiac.zip than in the original game. For now, I'm simply documenting the issues. We can work on identifying why this is happening and applying the fixes later.
This model is floating [Map03: x=5360/y=2760]
This model is floating [Map03: x=5360/y=2760]
P'diac01.jpg (183.74 KiB) Viewed 40716 times
This model appears to have sunk below the shelf in the cargo container [Map05: x=16/y=6948]
This model appears to have sunk below the shelf in the cargo container [Map05: x=16/y=6948]
P'diac02.jpg (185.32 KiB) Viewed 40716 times
The problem with the model in Map05 might be because of GZDooM, as the model sinks even when played just with paranoid.pk3. [I'm quite sure this problem didn't exist when we play-tested and released paranoid.pk3.]
User avatar
Ed the Bat
Developer
Developer
Posts: 130
Joined: Thu Oct 20, 2016 6:35

Re: Paranoidiac.zip: Floating or Sinking Models

Post by Ed the Bat »

The first one is not happening on my end. It could be due to different versions of the map. At one point, I redid how these large vehicles handle their collision boxes; instead of having to place the invisible 'blocking' actors around them on the map, the vehicle actor does it automatically via ZScript. Still, thank you for capturing it, and feel free to point out any other anomalies.

As for the second one, I believe you're right; GZDoom has changed how it handles 3D floor collision a few times in the past, and then actors may not fit the same way and they get forced up or down through the floor. If I remember correctly, I can fix this by either tweaking the Z coordinate of the actor in the map, to make sure it's above the floor in question, or by adjusting the actor's height to be sure there's enough room.

Incidentally, here's what I believe to be another example of it from the third map:
Attachments
Screenshot 2025-03-07 193507.jpg
Screenshot 2025-03-07 193507.jpg (145.09 KiB) Viewed 40310 times
User avatar
Rex Claussen
Developer
Developer
Posts: 2658
Joined: Tue Jul 11, 2006 18:36
Contact:

Re: Paranoidiac.zip: Floating or Sinking Models

Post by Rex Claussen »

Ed the Bat wrote: Sat Mar 08, 2025 1:53The first one is not happening on my end. It could be due to different versions of the map.
Which version are you using? I'll make it a point to use the same version. [I believe I was using v4.10.0; I also have 4.12.2, which has a vintage of April 2024.]
At one point, I redid how these large vehicles handle their collision boxes; instead of having to place the invisible 'blocking' actors around them on the map, the vehicle actor does it automatically via ZScript.
I think that was a brilliant decision, as using invisible bridge things is a huge pain that requires endless trial and error.
As for the second one, I believe you're right; GZDoom has changed how it handles 3D floor collision a few times in the past, and then actors may not fit the same way and they get forced up or down through the floor. If I remember correctly, I can fix this by either tweaking the Z coordinate of the actor in the map, to make sure it's above the floor in question, or by adjusting the actor's height to be sure there's enough room.
It would be excellent if you can fix it at your end, but please wait until I've play-tested the entire set of maps to identify other anomalies (no pun intended).
Incidentally, here's what I believe to be another example of it from the third map:
I must have missed that one.

Thank you for your attention to this matter, Boss.
User avatar
Ed the Bat
Developer
Developer
Posts: 130
Joined: Thu Oct 20, 2016 6:35

Re: Paranoidiac.zip: Floating or Sinking Models

Post by Ed the Bat »

Rex Claussen wrote: Sat Mar 08, 2025 15:37 Which version are you using? I'll make it a point to use the same version. [I believe I was using v4.10.0; I also have 4.12.2, which has a vintage of April 2024.]
I'm using GZDoom 4.14.1, released March 1st 2025. I apologize, though, as I was ambiguous; I was referring to what version of Paranoidiac and its maps. My memory is truly awful, but upon checking the Git history, the commit where I redid the bulldozer's collision boxes is from Aug 27, 2018, and is even entitled "Fix the hovering bulldozer". If you're using a version of the maps that predates this, your bulldozers may hover.
It would be excellent if you can fix it at your end, but please wait until I've play-tested the entire set of maps to identify other anomalies (no pun intended).
No problem, I can wait on it if you'd like. There's surely other things to address in the meantime. I'm doing some testing recently, as well.
User avatar
Rex Claussen
Developer
Developer
Posts: 2658
Joined: Tue Jul 11, 2006 18:36
Contact:

Re: Paranoidiac.zip: Floating or Sinking Models

Post by Rex Claussen »

Ed the Bat wrote: Sat Mar 08, 2025 15:59I'm using GZDoom 4.14.1, released March 1st 2025.
I'll switch to that version, as long as it's been deemed stable.
I was referring to what version of Paranoidiac and its maps. My memory is truly awful, but upon checking the Git history, the commit where I redid the bulldozer's collision boxes is from Aug 27, 2018, and is even entitled "Fix the hovering bulldozer". If you're using a version of the maps that predates this, your bulldozers may hover.
Yes, indeed, I was using the older version. Switching to the most recent version of paranoidiac.zip available on GitHub (the file folder inside the zip is dated 9/4/2019) made the problem go away. Many thanks.
User avatar
Rex Claussen
Developer
Developer
Posts: 2658
Joined: Tue Jul 11, 2006 18:36
Contact:

Re: Paranoidiac.zip: Floating or Sinking Models

Post by Rex Claussen »

On a couple of unrelated notes:

1. What is the cheat code for switching/warping to a different map? Or, rather, what are the map slots/names I ought to use? For example, using IDCLEV03 takes me to DOOM2 Map03, not Paranoid Map03.
2. I'll put this into a separate thread of "to-do" items, but the sliding doors make no sound. I think this was an omission on my part in Paranoid, which (IIRC) I rectified in Paranoiac.
User avatar
Enjay
Developer
Developer
Posts: 4747
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Re: Paranoidiac.zip: Floating or Sinking Models

Post by Enjay »

IDCLEV works if the maps have been given level numbers in mapinfo - up to map99 as I recall.

However, if maps have not been given levelnums, or they have unusual naming conventions, you can use the console.

The two relevant commands are map and changemap.

The map command warps you to the map in the same way as the old cheat code - i.e. you arrive with full health and the default inventory items.

The changemap command takes you to the new maps in whatever state you were when you left the previous map. It is much more like if you had hit an exit switch to take you to the new map - including showing a tally screen etc if that is appropriate for the map transition.

Both of these console commands take the name of the map file (or map lump) as it is found in the PK3.

So, if you have a map in your maps folder of the PK3 called "coolmap.wad"...

map coolmap
that will warp you to the map.
changemap coolmap
that will take you to the map as if you had hit an exit switch that is set up to take you to the new map.
User avatar
Ed the Bat
Developer
Developer
Posts: 130
Joined: Thu Oct 20, 2016 6:35

Re: Paranoidiac.zip: Floating or Sinking Models

Post by Ed the Bat »

I've named the maps in the convention of Doom. Paranoid, as the first episode of the adventure, is on P1M1 through P1M8. Paranoiac starts on P2M0 and runs through P2M9 for the earthbound maps. Xen maps are P3M1 through P3M3, then the two secret maps are P3M4 and P3M5.
User avatar
Enjay
Developer
Developer
Posts: 4747
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Re: Paranoidiac.zip: Floating or Sinking Models

Post by Enjay »

So, just for belt and braces:

map pXmY

or

changemap pXmY

will work at the console, where X is the episode number and Y is the map number.
User avatar
Rex Claussen
Developer
Developer
Posts: 2658
Joined: Tue Jul 11, 2006 18:36
Contact:

Re: Paranoidiac.zip: Floating or Sinking Models

Post by Rex Claussen »

Thank you both for the excellent explanations.

@Ed the Bat: I vaguely remembered your naming convention, but I didn't think of using the console, as @Enjay had suggested.
Post Reply

Return to “Models”