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r293 Player start under 3D floor

Posted: Fri Jan 16, 2009 11:08
by Enjay
This happened right as I was getting ready to shut down last night so I need to confirm. However, I'm pretty sure that something has changed with how player start spots behave relative to 3D floors.

In the past, player starts would always start at the floor level of the containing sector (and various tricks have been employed to put them on the 3D floor if required). However, last night I accidentally placed a player spot under a 3D floor (spot height was 0) and when I started the game, I was stuck in the ceiling (the 3D floor was only 32 units below the ceiling).

Obviously, if the bug exists, this will mess up any maps that have been made where the player starts under a 3D floor.

Posted: Fri Jan 16, 2009 13:21
by Graf Zahl
Please post the specific map that causes problems

Posted: Fri Jan 16, 2009 19:46
by Enjay
Unfortunately the map no longer exists and I can't seem to replicate the bug. Everything that I have tried seems to be working as it should.

Please put this bug report down to tiredness - either in what I did to the map last night or my interpretation of what happened. Sorry.

Posted: Sat Jan 17, 2009 1:06
by Enjay
Sorry for messing around with this, but I have now managed to recreate the problem. It requires specific placing of the P1 start. It needs to be on the line between sectors. With the map I was working on last night, I had just randomly placed a player spot for testing purposes and I must have just happened to place it on a line.

The attached file should show the problem. The player starts on the 3D floor in r293 but on the lower normal floor with the last official GZdoom.

[edit]The player spot doesn't seem to have to be exactly on the line. Simply overlapping the line with the centre on either side of it seems to be enough.

Demonstrated using Voodoo dolls

Image
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[edit2] The line can even be between 2 sectors containing an identical height 3D floor

Image
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[edit3] However, it seems specific to players...
Image
[edit3]

Posted: Sat Jan 17, 2009 22:13
by Graf Zahl
fixed. JUst a minor case of bad code ordering.