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[can't fíx] 3D floor strangeness

Posted: Fri Nov 04, 2005 20:57
by justin023
1. I noticed that I can shoot through a 3D floor and hit a polyobject below. I can only shoot through the floor if I am aiming at the bottom of the poly and not the top or a normal wall.

2. This isn't really a bug, but it worked in 0.9.12. I made some 3D floors that had transparent wall textures and now they are blacked out. I was going to make a 3D door but now the effect is destroyed.

Re: [0.9.16] 3D floor strangeness

Posted: Fri Nov 04, 2005 22:45
by Graf Zahl
justin023 wrote:1. I noticed that I can shoot through a 3D floor and hit a polyobject below. I can only shoot through the floor if I am aiming at the bottom of the poly and not the top or a normal wall.
Can you send me the level (or if it is in the stuff I already have a position?=
2. This isn't really a bug, but it worked in 0.9.12. I made some 3D floors that had transparent wall textures and now they are blacked out. I was going to make a 3D door but now the effect is destroyed.
[/quote]

That's not supposed to happen for 3D-floors, only for solid walls.

Posted: Sat Nov 05, 2005 1:42
by Graf Zahl
Bug 2 has been fixed.

Posted: Sat Nov 05, 2005 13:40
by justin023
http://www.ihud.com/file.php?file=11311 ... bj-bug.rar

This is a new .wad with a save game right where the photo is at. I also noticed that if you aim at the top of the poly door, you can't shoot it, but BulletPuff is not created on the floor. You can open the door by walking around the corner and destroying some computers.
Graf Zahl wrote:Bug 2 has been fixed.
Nice :)

Posted: Mon Nov 07, 2005 18:19
by Graf Zahl
I'm sorry but this is not fixable in the engine. The way you position your polyobject totally messes with the hitscan trace function. To avoid these problems you have to put a small sector (one unit wide) in front of the polyobject.

Fixing this would require a total rewrite of the collision detection code's polyobject handling.

Posted: Fri Nov 11, 2005 0:49
by justin023
Luckily, there is a perfectly sized area to split the sector. Glad that I know this now.