Dev build/Linux: stuck on broken dungeon floor [RESOLVED]

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pango
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Dev build/Linux: stuck on broken dungeon floor [RESOLVED]

Post by pango »

In a specific place in a cavern dungeon module, you (or monsters) can't walk past some floor, and stay stuck.
It looks like the floor has some step or edge in 1st person view, , however it looks continuous in the 3d map, go figure.

Image

Savegame in front of the broken floor, with a skeleton warrior stuck; But you can dispatch it to check you can get stuck there too ;)
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Interkarma
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Re: Dev build/Linux: stuck on broken dungeon floor

Post by Interkarma »

It's a well-known spot. There's a single-sided polygon jutting up through the floor that traps the character controller. We originally put in the teleport command for bad, sticky geometry like this.

Thanks for report and save, it definitely belongs here. I don't have a good solution for it yet though.

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Hazelnut
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Re: Dev build/Linux: stuck on broken dungeon floor

Post by Hazelnut »

Just jump over it and get on with the quest, slacker! :lol:
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Midknightprince
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Re: Dev build/Linux: stuck on broken dungeon floor

Post by Midknightprince »

I hate this spot, I think it's an invisible rock you get stuck in..
I have see something similar, but I keep forgetting to save..
There are half invisible boat frames in some dungeon rooms I have come across.
They are invisible from the outside, but when you stand in the hull, you can see them..
But you get stuck from what I remember..
Related ?
I wish I new, I haven't seen it in awhile, anybody else ?
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pango
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Re: Dev build/Linux: stuck on broken dungeon floor

Post by pango »

Midknightprince wrote: Sun Nov 11, 2018 7:15 pm There are half invisible boat frames in some dungeon rooms I have come across.
They are invisible from the outside, but when you stand in the hull, you can see them..
But you get stuck from what I remember..
Related ?
I wish I new, I haven't seen it in awhile, anybody else ?
Yes, half invisible boat, I now exactly what you're talking about.
I don't know if one could say they're related, apart from being the result of sloppy 3d modelling.
From what I remember you don't get stuck on them, but the boat is quite long so you have to make a detour to access the rest of the room.
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Midknightprince
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Re: Dev build/Linux: stuck on broken dungeon floor

Post by Midknightprince »

pango wrote: Sun Nov 11, 2018 7:28 pm

I don't know if one could say they're related, apart from being the result of sloppy 3d modelling.
That is exactly what I'm thinking..
I think it is something funky with clipping.
Lots of funky stuff going on in classic, and that's the stuff we know about (rem the void).
Now everything is getting turned on in here, so who knows.
I think there's lots of stuff stuffed in classic that we still don't know about..
And forgive me, I am just thinking, and typing here..
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Prester Lewin
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Re: Dev build/Linux: stuck on broken dungeon floor

Post by Prester Lewin »

Midknightprince wrote: Sun Nov 11, 2018 7:40 pm
pango wrote: Sun Nov 11, 2018 7:28 pm

I don't know if one could say they're related, apart from being the result of sloppy 3d modelling.
That is exactly what I'm thinking..
I think it is something funky with clipping.
Lots of funky stuff going on in classic, and that's the stuff we know about (rem the void).
Now everything is getting turned on in here, so who knows.
I think there's lots of stuff stuffed in classic that we still don't know about..
And forgive me, I am just thinking, and typing here..
I stuck my head through a stairway roof today, you know the way you do when you've finished the quest with time to spare, and I found that it's still possible to shoot enemies in the little bits of spare dungeon across the void, through the wall and at quite some distance. Ah, the warm glow of nostalgia. :D

* Have a save screenshot to prove it, too.

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Ferital
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Re: Dev build/Linux: stuck on broken dungeon floor

Post by Ferital »

After some investigation, it appears this particular spot is due to a "collision" between two models, 60106 and 60110. In this particular spot, top of model 60106 is located above model 60110 bottom. That's why we see those two "small polygons" and we get stuck when entering the "collision" area.
60106 - 60110 collision.PNG
60106 - 60110 collision.PNG (763.4 KiB) Viewed 2926 times
60106 - 60110 collision 2.PNG
60106 - 60110 collision 2.PNG (762.32 KiB) Viewed 2926 times
I've also attached a screenshot showing the issue in classic. Walls from model 60106 jutting up through the floor are also
visible, however XnGine is able to handle them as simple obstacles.
60106 - 60110 Classic.PNG
60106 - 60110 Classic.PNG (76.38 KiB) Viewed 2910 times

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Interkarma
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Re: Dev build/Linux: stuck on broken dungeon floor

Post by Interkarma »

The issue is that Unity's CharacterController cannot traverse single-sided polygons like these. I'm letting this one brew for now to see if other solutions presents to this and related issues that do not involve a heavy rewrite to replace CharacterController. That's not something I want to take on until Alpha at least. :)

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Ferital
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Re: Dev build/Linux: stuck on broken dungeon floor

Post by Ferital »

I see, I will try to find another solution, thanks for the info. :)

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