[Won't fix] Polyobject doors and sector effects

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Expand view Topic review: [Won't fix] Polyobject doors and sector effects

by cccp_leha » Fri Dec 12, 2003 2:02 pm

My bad about the confusion: I just cut that room from the main map and threw it in as an example of... I forgot of what. 2S polyobjects, was it? I've had more success using them for decoration purposes rather than for acual use.

by Hirogen2 » Fri Dec 12, 2003 12:29 pm

cccp_leha wrote:
Hirogen2 wrote:...no?
Yes it is?..
No, it was a one room-only test level AFAIK/IIRC. What you see on the pic is everything what was there in the room.

by cccp_leha » Thu Dec 11, 2003 7:21 pm

Hirogen2 wrote:...no?
Yes it is?..

by Ty Halderman » Thu Dec 11, 2003 8:55 am

Hirogen2 wrote:O_O what kind of <doom> community is this that talks about ... <avatars> ? :-)
Same old DOOM community :lol:

by Hirogen2 » Thu Dec 11, 2003 8:11 am

O_O what kind of <doom> community is this that talks about ... <avatars> ? :-)

by Nanami » Wed Dec 10, 2003 11:48 pm

I like the grayscale one better.

by Xaser » Wed Dec 10, 2003 5:52 pm

Hirogen2, your greyscale avatar looks kind of ugly. I liked the non-grayscale version better.

(OMG OFFF TOPIC POST)

by Hirogen2 » Wed Dec 10, 2003 2:37 pm

...no?

by cccp_leha » Wed Dec 10, 2003 2:30 pm

OMG, it is teh ORAD!!!

by Hirogen2 » Wed Dec 10, 2003 2:24 pm

Some time ago, an example with 2s poly lines was posted. It doesnot work perfectly either :D (IIRC KZdoom did)

by The Ultimate DooMer » Wed Dec 10, 2003 1:48 pm

The trouble is that a poly must be kept in the same sector it starts in, or horrible bleeding occurs.

by Hirogen2 » Tue Dec 09, 2003 12:15 pm

Maybe you can fix it by making the subsector in which the poly resides an extra sector which has no light action whatsoever, but still keeping the surrounding sectors with their light effect. IMO better than having an oscillating door.

by The Ultimate DooMer » Mon Dec 08, 2003 11:06 am

It then looks a bit off from the inside, but it's not as bad as on the outside (especially when the poly sectors have a lower ceiling than the room), so that's the better way.

by Ty Halderman » Sun Dec 07, 2003 9:24 pm

"Doctor, it hurts when I (use sector effects)."

"Don't do sector effects."

Best. Answer. Ever. :P

by Cyb » Sun Dec 07, 2003 8:16 pm

I dunno if there's an easy way to get the renderer to do that, polyobjects are within a single subsector and thus take on all properties of that subsector, even if one side is on the same plane as a boarder sidedef (or seg as it were) then the poly is still within that subsector. Your best bet is to use a standard door in those areas.

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