death material bug

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death material bug

Postby shirepirate » 09 Aug 2014 05:03

tested in r6684, a bug exists in which you can stand where you shouldn't be able to stand off of a ledge that is surrounded in death material. most profoundly useful in time trial in an instance like this:

Image

as you can see above, death material extends over the top of this floating vertical platform where i've placed some laser particles. but:

Image

it's possible to stand safely on this platform still :o and as far as i can see in mid-air actually :lol: not only that, but it isn't all that difficult to do by jumping to the platform. this death material shouldn't have to extend over the side of the geometry at all in order to kill the protagonist. i think it has to do with what part of the player death material must touch in order to have an effect on the player, and how that must be adjusted in order for more accurate scenarios and less abuse.

if it helps i've also experienced more than one time where the player can effectively parkour through a solid wall of death material the same width of that platform and remain alive inexplicably. it's very hard to reproduce and i don't have it recorded.
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Re: death material bug

Postby radiant » 09 Aug 2014 06:34

Here's a use you can put the bug to in an official map. There's no other way to complete this one with such a crippling restriction in effect.
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Re: death material bug

Postby Unnamed » 09 Aug 2014 07:58

shirepirate wrote:if it helps i've also experienced more than one time where the player can effectively parkour through a solid wall of death material the same width of that platform and remain alive inexplicably. it's very hard to reproduce and i don't have it recorded.

I think I reproduced this once in edit mode, but there were two blocks of death materials and I jumped between those two blocks and remain alive (there was no space between them!).
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Re: death material bug

Postby bonifarz » 09 Aug 2014 10:54

I think the "issues" described here have been around for a long time - probably as a result of how collision detection is handled on the engine side?

As far as I have seen, there are three aspects that lead to "bugs" reported above.

1) To be affected by a material, some sort of "base point" (centered at the very bottom of the model) must enter the volume. As a result, you can safely have your head (or any portion of the model that excludes the "base point") in death material.
2) One can walk through extremely narrow gaps, the peripheral part of the model can enter walls or death material for as long as the "base point" remains outside.
3) It seems you can stand on a platform even if the models "base point" is slightly off the edge. So, if death material is placed exactly on top of a platform, one can still stand on a small area at the edge (i.e. the "base point" does not enter the material).

In most cases, one can just add some more death or noclip material to fix related map issues.
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Re: death material bug

Postby qreeves » 10 Aug 2014 04:08

Given the findings here, I'd also be inclined to not fix this issue, as 8 years of maps are probably built around the current mechanics.
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