The Problem with Poly Objects

Bugs that have been investigated and resolved somehow.

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Rick4574
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The Problem with Poly Objects

Post by Rick4574 »

Hello all you Doom Gurus!

Here, I have an example of a 3D Floor Door vs a Poly Object Door.

The example here is for Doom 2, map 01.
It was built with Ultimate Doom Builder rev 3530 64 bit, and Tested with GZDoom v 4.5 64 bit

I now present to you, the problem with poly object doors (or Poly objects in general).

The problem is, is that the poly object door, acts as if it is on all three floor levels.

I have purposely delayed the return closing of the poly object door, to give you enough time to take the lift
to each floor level, to see if you can pass through the area where the poly door is.

Try to see if, on all three floor levels, you can pass through the same area where the poly object door is, while
the door is closed.

Then, repeat this test, while the poly object door is open.

You'll then see the problem.

By the way, to open all doors, use the door switches on the walls next to them.

Also, the poly object door is the one on the right hand side, as you enter the map.

Can the great guru's of ZDoom resolve this issue??

I would love to see an example, with a fix!!

Best of luck!
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3D Door vs Poly Door.wad
The problem with Poly Objects
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Donowa
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Re: The Problem with Poly Objects

Post by Donowa »

I think you should go to Bugs, not Suggestions
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49230
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Location: Germany

Re: The Problem with Poly Objects

Post by Graf Zahl »

That's just how polyobjects work. They span the entire height of a sector.
Talon1024
 
 
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Re: The Problem with Poly Objects

Post by Talon1024 »

If you want to be able to walk above and beneath a polyobject, you will have to put the floor and ceiling of the sector the polyobject is in at the same height or higher than the floor and ceiling of the gameplay area the polyobject is spawned in. You will also have to make the polyobject non-solid and give each polyobject line a midtexture, you will have to set each line of the polyobject as an explicit polyobject line, and you will have to set the 3D walkable midtextures flag on each line of the polyobject.
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