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[BUG] Teleports broken in versions newer than 4.11.3 #2868
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Hi, came across this error when testing various mods. I can confirm on linux arm64 teleports will only function if you are sprinting as you hit them. Normal player movement does not trigger them. |
I have I just use Any idea why this is happening specifically in |
Tick rate differences, especially in physics. I am able to make a teleport function with standard player speed by sliding back and forth very short distances while colliding with the teleport. It may be something in this section: gzdoom/src/playsim/p_teleport.cpp Lines 684 to 785 in 98b5d8b
..or I could be off track with my guess. Anyway, here is a diff of the two releases for this specific cpp file: https://www.diffchecker.com/PnPaqBex/ In short the second implementation uses a substitute for the Z coordinate, while the first extracts that coordinate from the player actor alongside X and Y. Is this the cause? I don't know. My approach with source code as a hobbyist has always been trial-and-error when it comes to unfamiliar codebase. This is easily replicable by using GZ Doom with |
GZDoom version
4.14.0
Which game are you running with GZDoom?
Doom 2
What Operating System are you using?
Linux ARM (Raspberry Pi)
Please describe your specific OS version
Debian 13 (trixie)
Relevant hardware info
Apple M2
Have you checked that no other similar issue already exists?
A clear and concise description of what the bug is.
After filing #2830 , I realized this is not just for silent teleports in
myhouse.pk3
but for regular teleports in vanilla Doom. I tested the original doom2.wad, the BFG doom2.wad, enhanced doom2.wad, and kex doom2.wad. Walking into a teleport does not trigger them immediately, but instead keeps you in the same location usually. Walking back and fourth through them, or with momentum sometimes randomly does trigger the teleport, but this seems to happen entirely random.Steps to reproduce the behaviour.
Explain how to reproduce
Your configuration
Provide a Log
No response
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