Weird Problem (Bug?)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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surgeon62
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Weird Problem (Bug?)

Post by surgeon62 »

The screenie below was sent to me by Anwulf. He noticed this problem with a map I am working on.

Image

The hole in the floor is for a jump pad in the PG room below. If you run along the wall behind it, you will be lifted into the air as if you were going up stairs. You get up about as high as the lights on the wall before you come down.

If you want to take a look here is a link to the map:

http://www.budgetgraphics.com/q3maps/su ... 1-beta.zip

Once you find the room with the PG (on the bottom floor) take the jump pad in that room and the wall in question will be right behind you when you land.

I'd be interested in whether anyone has seen this kind of thing before and if there is a fix for this.
Dilbert is a documentary.
axbaby
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Post by axbaby »

a couple of times i jumped higher and longer then i should have.
must have something to do with that light model or perhaps your clipping in that area. your clip could be 1 unit to far out and low .
extend it to the ceiling ,also test with the light model gone.
the player bounding box may be getting snagged on something
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seremtan
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Post by seremtan »

your map is haunted
pjw
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Post by pjw »

seremtan wrote:your map is haunted
Actually it's probably ninjas (or perhaps ghost-ninjas, and we're both right).

I'll try to take a look at it tonight; I'm curious. :)

Edit: Is the .map included in that zip? If not, do you have a link to the .map handy?
I beat the internet; the end guy is hard.
axbaby
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Post by axbaby »

no map
surgeon62
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Post by surgeon62 »

The zipfile link above now includes the map file. Any additional comments you guys may have on the map would be greatly appreciated.
Dilbert is a documentary.
axbaby
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Post by axbaby »

nothing too obvious that i saw.

note:
-part of the floor is detailed the other structural
-big wall behind curve patch looks sloppy and i'm not sure it matters but it does not
join the end of the patch but extends beyond it.
Shallow
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Post by Shallow »

Sometimes you get weird stuff turning up in BSPs just because of the way certain brushes meet. I had a problem with a map once where there was a junction between two brushes which, if you ran into it from the right angle, would kind of suck you onto the wall and push you up until you stuck onto the ceiling.

Try tweaking the wall slightly to see if it improves matters or move the whole map on the grid - the latter is what fixed the weirdness on the map I mentioned.
surgeon62
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Post by surgeon62 »

I am going to change the wall to allow more room behind the hole for the JP. Hopefully, that will get rid of the problem.

This is weirder than I thought. In the shot below I ran a server on my desktop and loaded the map on my laptop to watch myself running against the wall. I am in the circle and I got there just by running and jumping against the wall.

Image

I was also losing health while I jumped and eventually cratered. Weird.
Dilbert is a documentary.
surgeon62
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Post by surgeon62 »

Most of the textures are from the Evil4 set and MrCleantex1 set. I borrowed a few shaders/textures from other maps (charondm13, ZFS, Minima...). I still need to track down the actual sources for these.

While we're on this, what are the rules for using textures and shaders found in other maps?
Dilbert is a documentary.
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seremtan
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Post by seremtan »

the rules are: give credit to the original creators or be slowly digested over 1000 years in the belly of a giant worm

btw that glitch sounds like the collision has gotten out of synch with the textured faces. have you tried rebuilding that area?
surgeon62
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Post by surgeon62 »

I re-built the wall and the problem went away. I did notice that on one side the patches for the wall were overlapping a brush I added after the wall was initially built. That may be related.

I probably won't replace the zip file in the link above for a few days if anyone else wants to take a look.
Dilbert is a documentary.
^misantropia^
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Post by ^misantropia^ »

Isn't it some kind of overbounce? Easy test: since CPMA and Ufreeze don't have overbounces, does it still happen in those mods?
Oeloe
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Post by Oeloe »

Just tested it in CPMa and the same thing happens there. My guess is that it's a problem with the patch. When run along the wall and hold the jump key, you can travel along it without touching the ground. There are similar bugs (at four places) in q3ctf1, where you can hold the jump key and be suspended in the air against the wall, and a very strange thing happens when you hold the crouch key when you jump against the wall first.
pjw
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Post by pjw »

surgeon62 wrote:I re-built the wall and the problem went away.
If that's the case, I'm not going to take the time to give it a look--sorry, my plate is kinda full at the moment and I was at work all weekend...

I'm glad you got it fixed. :)
Hr.O
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Post by Hr.O »

Please keep your curves within 500 unit dimension. larger patches do the darnedest things.
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