In the sector, which is just a simple rectangle, approximately 3/4 of it is inaccessible and can't be walked into. I can summon monsters and shoot them, but it is invisible. It's just like a separated dimension or something. As my English grade is extremely low, I will post a video for proper comprehension.
https://www.youtube.com/watch?v=MitbXPq ... el=R3V3N93
The sector and all linedefs which are associated with the sector don't have any specials and changed properties.
Merry Christmas everyone by the way.
A portion of sector suddenly blocked?
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Re: A portion of sector suddenly blocked?
Difficult to say for sure without being able to see the map. Can you post it somewhere?
Re: A portion of sector suddenly blocked?
Probably once again the map spans over too much space, resulting in blockmap problems.
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Re: A portion of sector suddenly blocked?
https://imgur.com/a/XT4o7HkEnjay wrote:Difficult to say for sure without being able to see the map. Can you post it somewhere?
As I said, there are no line specials and sector specials. It's just a single rectangle.
If it is not enough, I will send you the portion of the map.
I forgot to login. sorry
- Kappes Buur
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Re: A portion of sector suddenly blocked?
The map may be very simple, but, when something goes wrong it is always best to upload the map.r3v3n93 wrote:As I said, there are no line specials and sector specials. It's just a single rectangle.
If it is not enough, I will send you the portion of the map.
Even uploading just a portion of the map may sometimes not help in finding the error. And definitely,
providing just a screenshot or video does nothing besides simply showing that something has gone wrong.
Providing info like the OS and tools used also may help.
I take it that Map Analysis (GZDB, UDB, Eureka) does not show any errors.
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Re: A portion of sector suddenly blocked?
https://drive.google.com/file/d/10Wzikm ... sp=sharing
Sorry. There we go.
All missing textures are completely normal since I did rid of them all
Sorry. There we go.
All missing textures are completely normal since I did rid of them all
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Re: A portion of sector suddenly blocked?
Like boris suggested, this is caused by a too big map.

The actual play area is small, but the area occupied by the whole map is massive, and the node builder can't handle it, which causes issues like this. It's also very far away from origin, which can also cause problems. The issue goes away if you pull the sectors in the bottom right corner closer to the play area.
In general, I'd recommend centering the play area around the map origin* and putting non-playable sectors much closer to the actual play area so that you don't have issues like this.
* (X 0, Y 0, it's where the big "+" is in the center of the grid)

The actual play area is small, but the area occupied by the whole map is massive, and the node builder can't handle it, which causes issues like this. It's also very far away from origin, which can also cause problems. The issue goes away if you pull the sectors in the bottom right corner closer to the play area.
In general, I'd recommend centering the play area around the map origin* and putting non-playable sectors much closer to the actual play area so that you don't have issues like this.
* (X 0, Y 0, it's where the big "+" is in the center of the grid)
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Re: A portion of sector suddenly blocked?
Follow phantombeta's advice
To spread out the sectors over the whole mapping area like this
Collect all sectors and place them around the map origin like this
In general, a map should be within a ca 30000mu (at most) mapping diameter around the origin.
As to WTF is this, that is a comment, to enter any information for later use.
It is accessed from the Comment tab of the Sector Mode
Just a little unsolicited hint for making doors.
To have a door the full height of the sector does not really look that good.
Making it a bit lower, especially in UDMF, allows you to scale and offset the
texture
To spread out the sectors over the whole mapping area like this
Spoiler:leads to trouble, as you already experienced
Collect all sectors and place them around the map origin like this
Spoiler:While UDMF has improved performance it is not infallible, but is a lot better than the older formats.
In general, a map should be within a ca 30000mu (at most) mapping diameter around the origin.
As to WTF is this, that is a comment, to enter any information for later use.
Spoiler:Similar to comment lines in a program.
It is accessed from the Comment tab of the Sector Mode
Just a little unsolicited hint for making doors.
To have a door the full height of the sector does not really look that good.
Making it a bit lower, especially in UDMF, allows you to scale and offset the
texture
Spoiler: