Icon of Sin / Baphomet
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Does Thing Angle matter for non enemies/player starts/etc?
 
Author
All times are GMT. The time now is 12:56. Post New Thread    Post A Reply
peach freak
Junior Member


Posts: 239
Registered: 10-05


I was playing a few of my maps in Chocolate Doom. I placed some health/ammo onto some couches/benches in these maps. Some of these items are floating on the top part of the bench, instead of on the seats, like this:

http://i.imgur.com/hxAcTdTl.png

Those two clips are on the same Y-axis as the clip on the left, which is where I expect the clip to be. What causes this? Could the angle on the thing have anything to do with this? The bench is facing south, and all of the angles are on the clips are south.

Thanks.

Old Post 05-16-14 23:23 #
peach freak is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
40oz
Forum Spammer


Posts: 6789
Registered: 08-07


I run into this a lot playing odamex on single player. Often I'll see a row of 5 or so health or armor bonuses below a computer terminal, and one or two will be on the ledge instead of on the floor. I usually see it on detailed maps where I find it hard to believe that the author somehow missed that glaring error, which leads me to believe its port specific.

I don't have any more input than that.

Old Post 05-17-14 02:39 #
40oz is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Memfis
Forum Spammer


Posts: 5602
Registered: 04-07


I believe the angle shouldn't affect anything.

Basically, sometimes Doom recalculates the vertical positions of some things when some floor\ceiling moves nearby, and it can make things with bounding box too close to a higher ledge move up in the air. Try approaching these bullets in noclip-mode without activating any triggers: maybe they all will be positioned just as you expect them to. Or maybe not. In any case, to avoid problems like this, don't place items too close to higher sectors.

Old Post 05-17-14 03:11 #
Memfis is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Quasar
Moderator


Posts: 6042
Registered: 08-00



40oz said:
I run into this a lot playing odamex on single player. Often I'll see a row of 5 or so health or armor bonuses below a computer terminal, and one or two will be on the ledge instead of on the floor. I usually see it on detailed maps where I find it hard to believe that the author somehow missed that glaring error, which leads me to believe its port specific.

I don't have any more input than that.


ZDoom and its offspring do treat items differently at map spawn than other ports. In particular they try to push them up to the highest contacted floor IIRC, due to some particular map(s) where items were stuck into crevices - ie., the kind of things map authors ought to fix, and not have us coders patch the engine to compensate for sloppiness >_>

Old Post 05-17-14 03:46 #
Quasar is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Vermil
Senior Member


Posts: 1699
Registered: 03-04


Thing angle matters for models, as while the sprite might always rotate to face the player, the model may not.

Old Post 05-17-14 10:50 #
Vermil is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
peach freak
Junior Member


Posts: 239
Registered: 10-05


Ok, went into Doom Builder and looked at all my benches/couches. I made sure to place the items so that no part of the bounding box would overlap the 2-sided line between the seats and the top of the couch (which has a higher floor height than the seat). That should prevent any items from going upwards, right?

Old Post 05-18-14 20:13 #
peach freak is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
printz
CRAZY DUMB ZEALOT


Posts: 8850
Registered: 06-06


Quasar posted in this thread, and still no answer on why it happens? What could it be? The BSP? The block map?

__________________
Automatic Wolfenstein - Version 1.0 - also on Android

Old Post 05-18-14 20:26 #
printz is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Vermil
Senior Member


Posts: 1699
Registered: 03-04


Vanilla Doom places mobjs according to the sector their centre point is in, when a map is started or loaded. But when a plane moves, the entire hitbox is checked.

This can potentially lead to a mobj(s) falling down to a lower floor, when a map is loaded, if it was lifted up by it's edge, by a moving floor before saving (because the mobjs centre point is over the lower sector).

ZDoom however, checks the entire hitbox in all cases.

Last edited by Vermil on 05-18-14 at 21:29

Old Post 05-18-14 21:19 #
Vermil is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 7734
Registered: 01-03



Quasar said:

ZDoom and its offspring do treat items differently at map spawn than other ports. In particular they try to push them up to the highest contacted floor IIRC, due to some particular map(s) where items were stuck into crevices - ie., the kind of things map authors ought to fix, and not have us coders patch the engine to compensate for sloppiness >_>



No, it doesn't.

What's being described here sounds like something ZDoom had fixed long ago.

The reason is that ZDoom fixed the quite badly written PointOnLineSide function to always report an item lying directly on a line as being in front, whereas the original one decided based on the line's orientation on which side a point directly on a line will be. This change of course created some bad situations with items being spawned directly on a line. But as I said, this was fixed long, long ago, in the later times of 2.0.x development.

If I'm not mistaken, Odamex used some older ZDoom version as a base. But as long as that doesn't use the original PointOnLineSide function for spawning an actor, the broken positioning will still be in.

Old Post 05-18-14 21:49 #
Graf Zahl is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Quasar
Moderator


Posts: 6042
Registered: 08-00



Graf Zahl said:


No, it doesn't.

What's being described here sounds like something ZDoom had fixed long ago.

The reason is that ZDoom fixed the quite badly written PointOnLineSide function to always report an item lying directly on a line as being in front, whereas the original one decided based on the line's orientation on which side a point directly on a line will be. This change of course created some bad situations with items being spawned directly on a line. But as I said, this was fixed long, long ago, in the later times of 2.0.x development.

If I'm not mistaken, Odamex used some older ZDoom version as a base. But as long as that doesn't use the original PointOnLineSide function for spawning an actor, the broken positioning will still be in.


Ah, OK. That clears up some confusion.

Old Post 05-19-14 04:09 #
Quasar is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 12:56. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Does Thing Angle matter for non enemies/player starts/etc?

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.