Polyobject Does Not Appear In-Game [Resolved]

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ReX
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Polyobject Does Not Appear In-Game [Resolved]

Post by ReX »

I have created 2 sets of polyobjects, one set at each end of a room (see picture below). The polyobjects are properly assigned (i.e., start line, anchor, start spot), and GZDooM starts fine. However, the PO at the southern end of the room does not appear in-game, while the PO at the northern end appears fine. When I no-clip into the PO (void) space, the space for the northern PO correctly appears black, while in the southern space I can see the doors. This tells me that the PO doors are somehow not sliding into place at map start.

The map has a bunch of custom textures, so I can't attach it without making the file outsized. If I were to try to replicate this polyobject problem in a separate map I'm sure I wouldn't be able to. [Incidentally, that map has a dozen other PO, all of which properly appear in-game.]

Has anyone else experienced such "disappearing" polyobjects?
Polyobject Does Not Appear
Polyobject Does Not Appear
Last edited by ReX on Sat May 27, 2017 6:27 am, edited 1 time in total.
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Zergeant
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Re: Polyobject Does Not Appear In-Game

Post by Zergeant »

Impossible to tell without the source map. Just remember that POs incorporates the use of angles for identification.
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ReX
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Re: Polyobject Does Not Appear In-Game

Post by ReX »

Zergeant wrote:Impossible to tell without the source map.
Yes, agreed. I realized this would not be something that could be diagnosed simply with a screen pic. I just hoped someone else might have experienced the same thing and be able to tell me what is up with my PO.
Just remember that POs incorporates the use of angles for identification.
Again, yes. I double checked the start & anchor numbers, as well as the start lines. As I said, the PO do appear in-game, but the ones in question seem to be stuck in their dummy sectors, and can only be seen by noclipping to those dummy sectors. In other words, the PO are present, but they do not appear in the doorway.

EDIT: I just noclipped to the dummy sector that houses the PO, and tried to "use" the sliding doors, hoping they would slide into place. But no joy :(
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Re: Polyobject Does Not Appear In-Game

Post by Rachael »

Maybe you've hit a polyobject limit in the map?

I am not sure if there is one but I vaguely recall there being a discussion about it. It could just be that you can't use anymore.
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ReX
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Re: Polyobject Does Not Appear In-Game

Post by ReX »

Rachael wrote:Maybe you've hit a polyobject limit in the map?
I doubt that's it. So far I'm only up to 16 PO in this map. I'm just looking at another map, where I have at least 27 PO.
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Re: Polyobject Does Not Appear In-Game

Post by Rachael »

In that case, then... have you deleted the bad polyobj and remade it?
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Re: Polyobject Does Not Appear In-Game

Post by cocka »

Just a question:

Why don't you put all your polyobjects with the same properties in one large rectangular sector?

Two questions came to my mind:

1. Did you create these with startlines or explicit lines?

Differences are:

1. Startline polys have an infinite height, only 1 line should be defined as start line, these kind of polyobjects consist of one-sided lines only, so if you create a rectangular sector for them, then the polys seem to be "holes" in the rectangular dummy sector.

2. Explicit line polys can have finite heights, all the lines should be defined as explicit lines and all these lines are two-sided lines but both sides should belong to the same sector. In this case you can vary the floor and ceiling heights of the dummy sectors so you can have finite polys at different floor/ceiling heights. But bear in mind that the dummy sector and the real sector should share the same floor/ceiling heights otherwise the poly will be at a much higher or much lower place and you will be able to bump into it but it will be invisibile and its voice will be quieter or no sound can be heard when it is moving.

2.

Didn't you accidentally swap the poly ids at the southern door?
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ReX
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Re: Polyobject Does Not Appear In-Game

Post by ReX »

Rachael wrote:....have you deleted the bad polyobj and remade it?
I just did, but it makes no difference.

And here's where it gets very weird. I noclipped to the dummy sector where the PO doors are housed, and they are stuck in place like before. But now, there are 2 new PO sectors in the vicinity, oriented perpendicular to the original PO sectors, with new doors, sloped at the ends. But the weirdest part is that those sectors & PO doors do not appear in the map editor! It might be an issue with GZDooM's node-building at map start.

EDIT: I've solved the problem, created, incidentally, by my own sloppiness. The textures of the "new" PO doors clued me to check another set of PO that use those doors. Et Voila! I discovered that I was using duplicate PO.
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