Could You Please Break My Tools?

CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
<div class="IPBDescription">trying to fix the p12 clipping bug</div> I'm looking for maps that fit the following criteria:
<ul><li>Have been compiled under ZHLT p12
<li>Have strange "holes" in the clip hulls that cause players to walk into walls/floors when run
<li>Can be sent to me as source (.map) files for testing</ul>I've narrowed down the clip bug to two likely problems, but before I can make any more progress I'll need some sample maps that are broken when compiled with the latest public code.

If you have a map that fits the criteria above, please email me (link in profile), and I'll ask about grabbing your .map file for testing. Of the three issues that are currently on my to-do list (ignore special texture inclusion, fix clipping bug, fix broken noclip behavior) this is the only one that doesn't have a known workaround. I'd really, really like to get this fixed.

Thanks!

Comments

  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Cagey I sort of have this error. When I make a ramp (at a certain angle) to meet a flat brush an onos walks up and effectively gets stuck. I'm not sure if this will help or not, but if it does I'm willing.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Thursday-+Dec 9 2003, 06:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Dec 9 2003, 06:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Cagey I sort of have this error. When I make a ramp (at a certain angle) to meet a flat brush an onos walks up and effectively gets stuck. I'm not sure if this will help or not, but if it does I'm willing.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    When the Onos is stuck, does it seem like there's an invisible ledge running across the top of the ramp, or is the player stuck in all directions?

    The first problem is actually a known issue caused by normalization of clip brush offsets (explanation <a href='http://xp-cagey.com/?article=1000' target='_blank'>here</a>), and if you use cliptype simple it would theoretically go away unless the ceiling is too low at the ramp's top.

    If the player is stuck in all directions, this might be the bug I'm looking for, in which case I'd be interested in looking at your map.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    It fixed my problem. Thanks mate.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    The problem is uncleaned entities left over from thought to be deleted antities in hammer. Just got to the entity report and click each one. When you find one that goes to the origin and selects nothing, delete it. After they all get deleted it should be fixed. I discovered this when trying to fix the same problem with nancy.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Lazer+Dec 9 2003, 05:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Dec 9 2003, 05:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The problem is uncleaned entities left over from thought to be deleted antities in hammer. Just got to the entity report and click each one. When you find one that goes to the origin and selects nothing, delete it. After they all get deleted it should be fixed. I discovered this when trying to fix the same problem with nancy. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Were the problems caused by those entities resulting in holes in the main clip hull, or just blocking player movement?
  • ZocZoc &lt;?php echo &quot;Hi there&#33;&quot;; ?&gt; Join Date: 2003-01-20 Member: 12517Members, Retired Developer, Constellation, NS2 Playtester
    XP-Cagey, sorry man, I've "fixed" the problem I told you... ("luckly")

    Here is how it gives on me the problems: I make a vertex polygon, and, If somewhy I left any side of the polygon concave, start the leaf thing...

    try: make a cube... on one side make two points up and other two points down (diagonally)

    something like: <u>|\/|</u>

    them try to compile... leafs leafs leafs...


    (sorry about my english... I'm almost asleep here... lol - if you don't understood, I'll try to explain better later... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Zoc+Dec 9 2003, 08:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zoc @ Dec 9 2003, 08:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> XP-Cagey, sorry man, I've "fixed" the problem I told you... ("luckly")

    Here is how it gives on me the problems: I make a vertex polygon, and, If somewhy I left any side of the polygon concave, start the leaf thing...

    try: make a cube... on one side make two points up and other two points down (diagonally)

    something like: <u>|\/|</u>

    them try to compile... leafs leafs leafs...


    (sorry about my english... I'm almost asleep here... lol - if you don't understood, I'll try to explain better later... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No Problem -- understood you fine <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Cagey, the latest compile of Nancy I made exhibits this behaviour. Outside Port Hive I must jump or crouch to get through an "invisible wall". Is this what you mean? If so, I'll gladly send you the MAP and / or BSP.

    ~ DarkATi
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--DarkATi+Dec 9 2003, 08:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Dec 9 2003, 08:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Cagey, the latest compile of Nancy I made exhibits this behaviour. Outside Port Hive I must jump or crouch to get through an "invisible wall". Is this what you mean? If so, I'll gladly send you the MAP and / or BSP.

    ~ DarkATi<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I'm actually looking for the opposite problem -- falling into walls and floors that should block the player.

    Does worldcraft report any broken entities (Alt-P)? As Lazer mentioned above, Nancy has had bad objects in the rmf before that caused invisible walls to form when compiled.
  • ProStyleProStyle Join Date: 2003-11-13 Member: 22789Members
    If I use cliptype Precise when I compile my map everything works really fantastic - except for two major problems. One area is totally clipped off (exactly under the 256x256 intersection of 3 hallways - on 2 sides and past it down one hallway a little more) and another area past the half-clipped hall has areas that the player just falls through. There is a ladder that can be climbed to get to the top of a pipe, but when you get there everything looks like when you 'noclip' outside of the map as you fall through it back to the ground.

    If I compile with the cliptype on Smallest it seems to work the best with the fewest impediments towards players. There is only one little weird clip node that is drawn across a floor between two lights that are down there... mainly affecting marines.. they have to jump or crouch over it/into it before they can pass by. When I cordoned off that area of the map to play with and compile seperately there were specific spots that I would fall through consistently (with precise mode I beleive).
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--ProStyle+Dec 10 2003, 09:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ProStyle @ Dec 10 2003, 09:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If I use cliptype Precise when I compile my map everything works really fantastic - except for two major problems. One area is totally clipped off (exactly under the 256x256 intersection of 3 hallways - on 2 sides and past it down one hallway a little more) and another area past the half-clipped hall has areas that the player just falls through. There is a ladder that can be climbed to get to the top of a pipe, but when you get there everything looks like when you 'noclip' outside of the map as you fall through it back to the ground.

    If I compile with the cliptype on Smallest it seems to work the best with the fewest impediments towards players. There is only one little weird clip node that is drawn across a floor between two lights that are down there... mainly affecting marines.. they have to jump or crouch over it/into it before they can pass by. When I cordoned off that area of the map to play with and compile seperately there were specific spots that I would fall through consistently (with precise mode I beleive). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Sounds like the bug I'm trying to reproduce -- I responded to your email.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    i have a section which some times exhibits the behaviour you are talkinga bout but as far as i can tell its not a reproducable error if you want i can send you the .map but it only has happed about 10 teims in the 200+ i have compiled map
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--confused!+Dec 10 2003, 01:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (confused! @ Dec 10 2003, 01:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i have a section which some times exhibits the behaviour you are talkinga bout but as far as i can tell its not a reproducable error if you want i can send you the .map but it only has happed about 10 teims in the 200+ i have compiled map <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If you can reproduce the error on demand, I'd be interested in the map.

    One characteristic of the problem is sensitivity to changes in other sections of the map -- moving a brush in a completely different section of the map can cause the error to appear or disappear.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    reproducing it is genrally "unpossible". it just seems to happen at random, but always in teh same section of the map. actually my little brother may have a copy on his hdd that has the problem compiled in. ill look through those but it will take me till christmas to get down there. then i have to see if i can find a .rmf to match it(i did a little "spring" cleaning when i had 200 copies of the same map in various stages of construction)
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