I don't know if this is a mapping problem or what but I suppose it's better to report something and find it isn't an engine bug than not report it when it is.
In the map from this thread:
http://forum.zdoom.org/viewtopic.php?f=19&t=35530
Link to wad
http://dl.dropbox.com/u/30737344/POSSESTolder.wad (sorry, it's a big file)
The author states "yes many people have had that same problem" when I asked about the polyobjects being invisible in GZDoom. Lots of poly objects are used throughout the maps but in GZDoom they are invisible. You can see straight through them as if they weren't there but they are there because they block movement and attacks, or push the player around when they move etc. In ZDoom the polys appear as they are supposed to.
r1532 and older - invisible polyobjects
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Re: r1532 and older - invisible polyobjects
Here is a compressed version (if Enjay doesn't mind):
http://www.mediafire.com/download.php?e29tr9j4pdq879g
(Sorry about MediaFire. Even though it's smaller now, the file isn't small enough to upload it to the DRD Team Share Space. But hey, 86MB is better than 207MB
)
http://www.mediafire.com/download.php?e29tr9j4pdq879g
(Sorry about MediaFire. Even though it's smaller now, the file isn't small enough to upload it to the DRD Team Share Space. But hey, 86MB is better than 207MB

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Re: r1532 and older - invisible polyobjects
Thanks for doing that. I haven't actually looked inside the WAD to see if there are some particularly large lumps causing the file size but, yes, that does make is considerably smaller.
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Re: r1532 and older - invisible polyobjects
It's actually quite simple: The polyobjects in this map use the lower texture and different sector heights on both side of the polyobj linedefs. In other words: They try to mimic real 3D objects. I'm surprised that ZDoom renders them properly. I can change it so that the walls get drawn properly but the flat part - I'm sorry is not easily doable because it's effectively dynamic geometry.
It's still a fundamentally non-trivial change because it needs to rewrite the entire polyobj handling so don't expect any quick results.
It's still a fundamentally non-trivial change because it needs to rewrite the entire polyobj handling so don't expect any quick results.
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Re: r1532 and older - invisible polyobjects
That's fine. I can post your answer in the projects thread so that hopefully the author won't use that method in future. Thanks for looking.