Skip to content

In overlapping/stuck things checks, omit things that aren't stuck #1852

@Xeriphas1994

Description

@Xeriphas1994

SLADE Version

3.2.7

OS

Windows

Issue Details

For example, in Ultimate Doom E1M1, things 8 and 100 are identified as stuck, but can move.

CodeImp said:

Before the monster actually moves, it checks if it can stand at next_position. If that position is valid, it will move, even though it was stuck in a wall. So only if you put a monster deep enough in the wall (deeper than it's movement velocity in map pixels) it's next_position in all directions will also be stuck in that wall and then it won't move.

(Full thread.) IMO it's harsh to call this a bug, but it is a UX issue because it encourages unneeded effort. Either the mapper rearranges things/lines for every entry including those that were already working, or they know the list isn't the final answer, in which case they must do the trigonometry themselves or playtest each location specifically.

It is understood this may be more difficult than it appears because some combinations of complevel+nodes have totally non-vanilla collision detection.

Hope that all made some sense, thanks.

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions