[r540M, old bug] Inert decorations sink through bridges
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[r540M, old bug] Inert decorations sink through bridges
This one is quite obvious, I'll give a visual demonstration:
In the editor
Note how the torch is set to sit on the platform. The items on the platform are held up by bridge things, so naturally they should sit on top of them.
In-game
The torch spawns on the floor instead. The other inert decorations, bodies and such, do this too.
In the editor
Note how the torch is set to sit on the platform. The items on the platform are held up by bridge things, so naturally they should sit on top of them.
In-game
The torch spawns on the floor instead. The other inert decorations, bodies and such, do this too.
Cloning the objects via DECORATE and setting the CANPASS flag on them fixes the problem. Case of missing flag?
Just out of curiosity, if the standard solid decorations were set to be CANPASS by default (Unless where it would be needed to stop mapping errors where objects would accidently overlap and sit on top of one another, though I doubt there are many situations where this can happen), what would the performance hit be approximately? I doubt it would be too bad for most faster computers nowadays, heh.
Just out of curiosity, if the standard solid decorations were set to be CANPASS by default (Unless where it would be needed to stop mapping errors where objects would accidently overlap and sit on top of one another, though I doubt there are many situations where this can happen), what would the performance hit be approximately? I doubt it would be too bad for most faster computers nowadays, heh.
What about an option or compat flag for this then if it wouldn't be much trouble to add? "Decorations are height-sensitive (Default: Off)" then it could be specified on a per-map basis without having to worry about existing maps breaking unless it's left on. It'd be much simpler to have a compatibility option instead of having to replace all of the existing doom/doom2/etc. decorations for a few custom maps.
Of course if it turns out to be too much of a problem, it's something that can be lived without. Either way, this should probably be closed with a [Can't fix], or [Resolved] if you plan on putting in said compat option.
EDIT: Nevermind. Just the last line applies.
Of course if it turns out to be too much of a problem, it's something that can be lived without. Either way, this should probably be closed with a [Can't fix], or [Resolved] if you plan on putting in said compat option.
EDIT: Nevermind. Just the last line applies.
Last edited by Kate on Tue Oct 02, 2007 4:21 pm, edited 1 time in total.
- Graf Zahl
- Lead GZDoom+Raze Developer
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The compatibility option won't be added. Compatiblity options are there for reenabling old, normally unwanted behavior in case a fix necessitates some incompatibility. That's not the case here. If you absolutely have to you can define your own items that behave as you need them to.
The option would be useless anyway because it would also cause the bridges themselves to stand on each other - and that's something you most certainly do *not* want.
The option would be useless anyway because it would also cause the bridges themselves to stand on each other - and that's something you most certainly do *not* want.
Okay, okay! Nevermind. [Can't fix]. Not such a big deal. Sheesh.
Edit: Okay, let me try this again, in a more timely manner. I'm dropping this issue and am waiting for it to be closed. Do not bother the topic. Thank you.
Edit: Okay, let me try this again, in a more timely manner. I'm dropping this issue and am waiting for it to be closed. Do not bother the topic. Thank you.
Last edited by Kate on Wed Oct 03, 2007 3:58 am, edited 2 times in total.
The only non-hacky way would be to change the items themselves in the pk3. You (SnowKate) could do that and then test a lot of wads (starting with full playthrough of the unmodified four Doom iwads) to see if it negatively affects existing maps. If it does, you've got no choice but to drop the issue.
The problem is that the behavior isn't consistant with the usual standard behavior of objects like items and monsters being able to fall on top of other objects, thus the behavior was completely unexpected and doesn't really make any sense.farhaven wrote:besides,what is the problem in adding the CANPASS flag to the decorations you use in your pwad? that only takes what? 5 minutes,and that includes going to the toilet and getting a fresh mug of coffee
But since changing this would result in some extremely funky behavior (trust the Programmer to shed some light), it'd be better left unchanged.