Page 1 of 1

3D floors, slopes and monsters

Posted: Sun Feb 07, 2010 15:10
by The Ultimate DooMer
When a monster approaches a drop that it can't navigate, it'll still walk onto a 3D floor positioned above it (as we all know). However, if it approaches a slope that it can't navigate, it will not walk onto a 3D floor positioned above it. (see test wad - left is flatter, right is steeper)
bridgetest.zip
Bridge test
(3.23 KiB) Downloaded 63 times

Re: 3D floors, slopes and monsters

Posted: Sun Feb 07, 2010 16:37
by Logan MTM
[spoiler]Image[/spoiler]

Re: 3D floors, slopes and monsters

Posted: Sun Feb 07, 2010 16:39
by The Ultimate DooMer
Try in Hexen :P

Re: 3D floors, slopes and monsters

Posted: Mon Feb 08, 2010 11:32
by Logan MTM
How could i guess? :P

Re: 3D floors, slopes and monsters

Posted: Mon Feb 08, 2010 12:07
by Gez
No need to guess with this.

Re: 3D floors, slopes and monsters

Posted: Wed Aug 11, 2010 19:28
by Gez
Fixed in r882 by basically copying the 3D floor detection code from AActor::Tick() in the PIT_CheckLine() function, so that the dropoff detection code is aware of extra floors.