by Ed the Bat » Sat Mar 08, 2025 1:53
The first one is not happening on my end. It could be due to different versions of the map. At one point, I redid how these large vehicles handle their collision boxes; instead of having to place the invisible 'blocking' actors around them on the map, the vehicle actor does it automatically via ZScript. Still, thank you for capturing it, and feel free to point out any other anomalies.
As for the second one, I believe you're right; GZDoom has changed how it handles 3D floor collision a few times in the past, and then actors may not fit the same way and they get forced up or down through the floor. If I remember correctly, I can fix this by either tweaking the Z coordinate of the actor in the map, to make sure it's above the floor in question, or by adjusting the actor's height to be sure there's enough room.
Incidentally, here's what I believe to be another example of it from the third map:
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- Screenshot 2025-03-07 193507.jpg (145.09 KiB) Viewed 40322 times
The first one is not happening on my end. It could be due to different versions of the map. At one point, I redid how these large vehicles handle their collision boxes; instead of having to place the invisible 'blocking' actors around them on the map, the vehicle actor does it automatically via ZScript. Still, thank you for capturing it, and feel free to point out any other anomalies.
As for the second one, I believe you're right; GZDoom has changed how it handles 3D floor collision a few times in the past, and then actors may not fit the same way and they get forced up or down through the floor. If I remember correctly, I can fix this by either tweaking the Z coordinate of the actor in the map, to make sure it's above the floor in question, or by adjusting the actor's height to be sure there's enough room.
Incidentally, here's what I believe to be another example of it from the third map: