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Bug #2042

Mobj spawning at sector boundary height should choose highest contacted floor

Added by vermil about 5 years ago. Updated about 3 years ago.

Status:
New
Priority:
High
Assignee:
-
Category:
Vanilla emulation
Target version:
Start date:
2015-05-09
% Done:

0%

Tags:

Description

I wasn't sure what to title this report.

When a mobj is perfectly over two sectors of different heights, Dday has always (certainly 1.8.6 onward) placed it at the height of the lower sector in all games.

This is the opposite of all the Vanilla games, which always place it at the height of the higher sector.

This is a specific case, but is actually one used in the original Iwad maps; mana mobjs in sectors 33 and 55 of HeXen's Orchard of Lamentations map (Lump: Map32 MAPINFO: Map17) appear at the wrong height in Dday because of this.

Attached are test maps for all three games (Doom2, Heretic and HeXen) on their first maps.

Hltest.wad (811 Bytes) Hltest.wad vermil, 2015-05-09 20:58
dltest.wad (781 Bytes) dltest.wad vermil, 2015-05-09 20:58
Hxltest.wad (1.75 KB) Hxltest.wad vermil, 2015-05-09 20:58

Related issues

Related to Bug #1661: [Deathkings] Bad behavior of object in lift (mobj hitbox overlap)New2013-11-11

History

#1 Updated by skyjake about 5 years ago

  • Tags set to MapData
  • Subject changed from Mobj spawning difference to Mobj spawning at sector boundary height should choose highest contacted floor
  • Category set to Vanilla emulation
  • Priority changed from Normal to High

vermil wrote:

When a mobj is perfectly over two sectors of different heights

I understand this as the mobj's center point being exactly on the line shared by two sectors. Is this correct?

#2 Updated by vermil about 5 years ago

Yes, when a mobjs centre point is exactly on the line shared by two sectors, the Vanilla games appear to always place the mobj on the higher sector while Dday always appears to place the on the lower sector.

In the above cases on Orchard of Lamentations and my test maps, the mobjs hit boxes are also perfectly 50/50 across the two sectors.

#3 Updated by skyjake about 3 years ago

  • Target version set to Rendering

#4 Updated by skyjake about 3 years ago

  • Related to Bug #1661: [Deathkings] Bad behavior of object in lift (mobj hitbox overlap) added

#5 Updated by skyjake about 3 years ago

  • Target version changed from Rendering to Vanilla / Gameplay

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