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{GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor glitch
Posted: Sat Aug 30, 2014 21:18
by Silentdarkness12
Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli
Posted: Sun Aug 31, 2014 0:04
by Blue Shadow
Could you post the map in question for debugging?
Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli
Posted: Sun Aug 31, 2014 1:21
by Graf Zahl
You have to be very careful when joining non-heightsec parts with underwater areas. Up to a certain point this can be compensated but it has very rigid limits.
It's certainly not an engine bug, but without seeing your map I can't give advice how to fix it.
Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli
Posted: Sun Aug 31, 2014 13:57
by Silentdarkness12
Well, the thing about this is that the map relies on content from a certain wad that is not publicly available for download, and I could get in trouble if I provided the wad along with it to avoid errors everywhere.
Er....okay, let me see if I can make a vanilla replica.
EDIT: Alright, I got it. You'll want to open the console and type "map DEEPWAT".
http://www.mediafire.com/download/qw3fi ... rkmium.wad
Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli
Posted: Sun Aug 31, 2014 14:39
by Graf Zahl
Ok, the problem is actually quite simple: You are mixing 3D floors with Transfer_Heights. This is not a supported mix of features, these two are mutially incompatible, and you have them in neighboring sectors.
I suggest you use 3D-floor water for your large lake, too.
Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli
Posted: Sun Aug 31, 2014 18:12
by Silentdarkness12
Graf Zahl wrote:Ok, the problem is actually quite simple: You are mixing 3D floors with Transfer_Heights. This is not a supported mix of features, these two are mutially incompatible, and you have them in neighboring sectors.
I suggest you use 3D-floor water for your large lake, too.
When I tried using 3D floors to make swimmable areas, they were at uber maximum brightness and were not swimmable at all. There must be something i'm missing. I made a dummy sector, set the tags and linedefs correctly, turned the solid and swimmable flags on, aaand.....no good.
What am I missing?
Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli
Posted: Sun Aug 31, 2014 20:07
by Enjay
Did you set the line arguments so that the 3D floor was a type 2?
[zwiki]Sector_Set3dFloor[/zwiki]
Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli
Posted: Sun Aug 31, 2014 20:24
by Silentdarkness12
Enjay wrote:Did you set the line arguments so that the 3D floor was a type 2?
[zwiki]Sector_Set3dFloor[/zwiki]
Just made the switch. Not swimmable. Type is 2.
Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli
Posted: Mon Sep 01, 2014 14:49
by Blue Shadow
Would this small demo help?
Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli
Posted: Tue Sep 02, 2014 1:17
by Silentdarkness12
Blue Shadow wrote:Would this small demo help?
swimmable_water.wad
Okay, some explanation is in order here. I see that there are two 3D floor sectors linked up to the sector tagged 2. Why is this? One of them is a regular 3D floor and the other is the swimmable.
EDIT: Nevermind, I see it now. But, this just confuses me more. I KNOW I had the Deep Water 3D floors flagged as 2. Vavoom-Style and Swimmable. And yet, it doesn't come in like it should....
EDIT 2: I AM SO DUMB. I AM SO FRICKING DUMB.
The ceiling and floor values were in backwards. Negative sector space. No wonder it didn't work.
EDIT 3: Okay, I got it now. Thanks, BlueShadow. This can be closed up or sorted away, or whatever.
Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli
Posted: Tue Sep 02, 2014 12:54
by Gez
Vavoom style is only for 0. If any flag is checked, it's not Vavoom style. DB2/GZDB does not really handle well cases like this.