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Doom2 MAP01, imp goes through ceiling?

Posted: Mon Feb 01, 2010 18:35
by simc
Something strange with the monsters behaviour or physics.

In Doom2 MAP01 the player is down in the lift (which is waiting to start go back upwards), the secret door opens and the first imp behind the door literally moves upwards and partially through the solid ceiling.

Here's a short demofile (Doom2 MAP01) recorded with GZDoom 1.4.2 r738. But think I noticed this first with v1.4.0.

I don't know what is happening. The second imp walks underneath the first imp up in the ceiling. But the hallway is only 104 units high, the player and imps are all 56 units tall.

In the demo you can see things better if you use chasecam and set chase_dist to 150-200 or so. (For example type bind z "chase" into console to be able to set the chasecam on/off during demoplayback.)

Re: Doom2 MAP01, imp goes through ceiling?

Posted: Sun Feb 07, 2010 14:46
by simc
Can anyone check that demo file? Just run it with command:

gzdoom.exe -iwad doom2.wad -playdemo demo_imp_ceil.zdo

The imp goes to ceiling with every 1.4.* version I've tried.
But this might not be just a GZDoom issue since the demo plays the same with ZDoom too.

Re: Doom2 MAP01, imp goes through ceiling?

Posted: Fri Feb 12, 2010 0:39
by Gez
I confirm that the imp in this demo goes in the ceiling.

However, I haven't noticed this happening outside of the demo.

Re: Doom2 MAP01, imp goes through ceiling?

Posted: Fri Feb 12, 2010 2:03
by Rachael
Same here - there must be something else you're doing that would reproduce it.

Re: Doom2 MAP01, imp goes through ceiling?

Posted: Fri Feb 12, 2010 9:03
by Graf Zahl
No need to speculate. I know what's causing this and ever since I made an improvement to the collision detection code 2 months ago I've been trying to disable this monster pushing again. So far no luck with even worse side effects.

Re: Doom2 MAP01, imp goes through ceiling?

Posted: Thu Aug 19, 2010 22:06
by Gez