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wall run/clip bug #221

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JeffBobbo opened this issue Jun 28, 2015 · 19 comments
Closed

wall run/clip bug #221

JeffBobbo opened this issue Jun 28, 2015 · 19 comments
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@JeffBobbo
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Seems there's some issues when transitioning from clip material to geometry where you get stuck kicking off an invisible wall.

http://dl.dropbox.com/u/14141289/RE/parkourbug.mp4

@shirepirate
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this is caused by placing material in an odd way inside of the geometry, also mentioned here
http://redeclipse.net/forum/viewtopic.php?f=7&t=738

if you use the proper sized cube (or remove all the unused materials from inside of the geometry on that bloodlust wall) it doesn't occur.

@acerspyro
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Yep, I experienced the same thing in my Center re-vamp. Some really weird shit is going on. https://drive.google.com/file/d/0B8LVgU2QCQy0aW96VjRvQnJZX28/view?usp=sharing

I copied over the geom from alpha to omega, or vice versa, can't remember, so both are EXACTLY the same geometry and material. And it happens on one side but not the other. Same thing for the side windows.

@JeffBobbo
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This isn't just on bloodlust, it happens on lots of maps, this was just the easiest to reproduce. Also, I believe the engine optimises materials into geometry if it makes no overall change (and this is easily testable), which makes this unfixible by modifying the map.

@shirepirate
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i just fixed your exact example by modifying the map.

@JeffBobbo
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@shirepirate I just checked my version of the map, there's no clip material inside the geometry. Could you explain your 'fix'?

@JeffBobbo
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@shirepirate done some testing, I managed to 'fix it' by adding clip material to that piece of geometry, but when I then recomputed the light map it is was removed bringing the issue back again.

Given that this issue is present on multiple maps and isn't easy or intuitive to fix, can you please reopen this issue so it can be fixed properly?

@JeffBobbo
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This is also effecting some other maps maps which I just tested:

  • battlefield
  • biolytic
  • bloodlust
  • deli
  • pumpstation

There are possibly others, I only done a quick check.

@shirepirate
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will have the engine guy confirm if this is an actual fixable issue or not

@qreeves
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qreeves commented Jul 6, 2015

I think this more has to do with how we're doing the angle tests. Will require some major testing on my behalf, so triaging for now.

@qreeves qreeves self-assigned this Jul 6, 2015
@qreeves
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qreeves commented Jul 21, 2015

I had an idea which I've done in 3027c02 to see if this improves things.

@shirepirate
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3027c02 did not improve things

@qreeves
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qreeves commented Jul 29, 2015

Can someone create a map with the sole purpose of demonstrating this bug so I have a test case?

@zaquest
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zaquest commented Oct 21, 2016

This has to do with remipping it seems. This is the original variant of the test map, it has no clipping material inside geometry or anything odd, bug doesn't occur. This is what you get after /remip on the previous map. Bug occurs only on one side of the wall. I should add that this bug affects not only wall running, but also climbing, and simple jumping close enough to the wall. When it affects climbing it's especially annoying since it often results in you falling in a pit even though you had more than enough impulse to climb back.

@qreeves
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qreeves commented Oct 22, 2016

I'm wondering if we should just disable clip material in the parkour simulation physics. Is there any known use case where you need clip material to parkour/etc?

@IceflowRE
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Yes, maybe a small uneven ground, which you want to clip.

@JeffBobbo
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I'm wondering if we should just disable clip material in the parkour simulation physics. Is there any known use case where you need clip material to parkour/etc?

Definitely not the thing to do. Clip is used in a lot of places to allow surfaces to be parkoured on easily and allow detail to be added to the geometry, for example, basically all the windows on ubik:
image

@zaquest
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zaquest commented Aug 29, 2017

After some testing I believe there are at least two issues with collision detection at the moment.

The first appears to be a rounding problem. Here the margin is added to avoid it on one side, but not on the other, hence on a test map that I created the bug appears only on one side. If that line is removed the bug appears on the other side of the wall too. If instead a similar line bo.sub(1); is added the bug goes away.

The second is more complicated. Since collision detection treats solid geometry and clip material in a different ways (here in particular), all faces of a clipped cube are checked for collision and if a player happens to be on an edge of a clipped cube, sometimes the engine decides that a face that is inside of the clipped area (e.g. left of right face) is more appropriate (closer to the player) than the face that is desired (front face, the one player is trying to use for parkour). So the engine sets collidewall to a value that makes the game think player wants to wall run. This bug affects ghost's windows. As the description implies the bug occurs on any clip material. I tested it on a new map that had nothing but a wall of clip material - if you climb it up for long enough at some places it just won't work, instead it tries to wall run on an inner face.

I also suggest this bug was given a higher priority since it actually breaks the game.

@qreeves
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qreeves commented Jan 18, 2018

Reports are this has improved in the development version, so I'm closing this issue. Let us know if it reappears.

@qreeves qreeves closed this as completed Jan 18, 2018
@JeffBobbo
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Perhaps not related, but I had a very similar issue appear play testing on 2.0 tonight. afaik clip wasn't involved but I tried to wall kick off the edge of an arch on Castle and it done just as would in 1.5/6. Was half on the edge though, so not so bad in this instance.

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