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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0000111 | Soldat | Other | public | 2011-10-16 23:34 | 2014-11-17 20:01 | ||||||||
Reporter | As de Espada | ||||||||||||
Assigned To | |||||||||||||
Priority | low | Severity | trivial | Reproducibility | sometimes | ||||||||
Status | confirmed | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | 1.6.2 | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0000111: Polygon bug caused by ordering | ||||||||||||
Description | sometimes there is a polybug and you can fix it by simply sending one of them to behind the other. maybe you could investigate why this happens so you can avoid polybugs | ||||||||||||
Steps To Reproduce | find a polybug on an overlapping poly. open the map with a map editor select the polys one each time and see the number of them (it is a count of polys) send the one that is in front to back polybug is fixed | ||||||||||||
Additional Information | if one poly count is like 53 and the other is like 55, take the second one and send it to back, so it will be 1 now. If that doesn't work, take the first one and send it to front. | ||||||||||||
Tags | No tags attached. | ||||||||||||
Attached Files | B_Buggy.PMS [^] (7,328 bytes) 2011-10-17 08:11 B_Not buggy.PMS [^] (7,328 bytes) 2011-10-17 08:11 | ||||||||||||
Notes | |
(0001243) As de Espada (reporter) 2011-10-17 08:13 |
The only difference between the two files are the order of the three polys of the ramp. |
(0001655) As de Espada (reporter) 2012-12-22 19:43 |
I am calling this bug the z axis polybug |
(0001717) Bistoufly (updater) 2013-05-20 07:18 |
I can confirm. Knowing this, you can build a perfectly smooth curve by combining the "overlapping polys" and this "ordering polys" trick. The problem is that you can only make your curve smooth for players running it in one way. This is why we are in trouble with some maps. For example the curves that connects the tunnel with the rest of the map in ctf_Cobra. They are often run both ways. |
(0002233) skoskav (developer) 2014-04-28 20:05 |
It's very likely related to the order in which collision checking is performed. The ID decides that order. So in one configuration, a player touching two polys at once might be pushed deeper into the second poly, while in the other configuration the player might be pushed away from the second poly, thereby avoiding the second collision. I'd love to play with the collision code for 1.6.8. Maybe I could alleviate some polybugs, hopefully without introducing many new ones. |
Issue History | |||
Date Modified | Username | Field | Change |
2011-10-16 23:34 | As de Espada | New Issue | |
2011-10-17 08:11 | As de Espada | File Added: B_Buggy.PMS | |
2011-10-17 08:11 | As de Espada | File Added: B_Not buggy.PMS | |
2011-10-17 08:13 | As de Espada | Note Added: 0001243 | |
2012-05-08 14:21 | Shoozza | Status | new => acknowledged |
2012-12-22 19:43 | As de Espada | Note Added: 0001655 | |
2013-05-09 10:04 | Fryer | Assigned To | => Fryer |
2013-05-09 10:04 | Fryer | Status | acknowledged => confirmed |
2013-05-09 10:04 | Fryer | Summary | Polybug on overlapped polygons have a weird fix => Polygon bug caused by ordering |
2013-05-20 07:18 | Bistoufly | Note Added: 0001717 | |
2014-04-28 20:05 | skoskav | Note Added: 0002233 | |
2014-11-17 20:01 | Shoozza | Assigned To | Fryer => |
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