[r960] Weirdness with 3dmidtex and objects

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Kate
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[r960] Weirdness with 3dmidtex and objects

Post by Kate »

Objects like decorations and items fall through midtextures when they're placed on them in a map editor. However, if you drop an item on top of a midtexture, it will stay as expected. This is very annoying as there are points where I need decorations and items to be able to stay on top of them.

Monsters just don't appear to have any contact with them at all. However, they will walk on them if they're close to the ground, and will stand on them if forced onto one from a ledge. I believe this was going to be implemented as a separate flag but apparently was completely forgotten about.
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Re: [r960] Weirdness with 3dmidtex and objects

Post by Graf Zahl »

Yeah, known issue. The problem is that proper checks would break every map that hides objects in the floor.
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Kate
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Re: [r960] Weirdness with 3dmidtex and objects

Post by Kate »

Why not a mapinfo flag then? You already have one for [wiki=MAPINFO#checkswitchrange]checkswitchrange[/wiki], so I wouldn't see much of a problem with this particular case. maybe "allow3dmidtexcollision" or something akin to that.
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Re: [r960] Weirdness with 3dmidtex and objects

Post by Graf Zahl »

Because I won't add hacks for problems that need to be resolved properly.
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Kate
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Re: [r960] Weirdness with 3dmidtex and objects

Post by Kate »

Graf Zahl wrote:[...] hacks [...]
Care to be more specific? Details usually help in cases like this. And in this particular case, it would help me a lot if I know why it isn't that simple to resolve.
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Re: [r960] Weirdness with 3dmidtex and objects

Post by bagheadspidey »

HAX!

Kate, have you tried using an acs script on map load that moves all the things in question to the position they were already at? Seems like something like that might help, or maybe thrusting the thing a little, or something. I dunno, just a thought.
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Kate
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Re: [r960] Weirdness with 3dmidtex and objects

Post by Kate »

bagheadspidey wrote:HAX!
Chu!
bagheadspidey wrote:Kate, have you tried using an acs script on map load that moves all the things in question to the position they were already at? Seems like something like that might help, or maybe thrusting the thing a little, or something. I dunno, just a thought.
I have tried that. Everything from thrusting them to spawning them with nogravity map spots a bit after the map load. The only way I can make them stay is if I force them to be nogravity on a per-class basis, and for monsters that's quite obviously a no-go (flying zombies, anyone?).
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Re: [r960] Weirdness with 3dmidtex and objects

Post by Graf Zahl »

Hopefully fixed.
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Kate
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Re: [r960] Weirdness with 3dmidtex and objects

Post by Kate »

Aahhhh you found a way to resolve this. Very much thanks. ~
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Re: [r960] Weirdness with 3dmidtex and objects

Post by Kate »

This is not entirely fixed. Although monsters can be blocked by midtextures, they still cannot walk on them. On top of that, objects that are set to float in mid-air on level start are automatically forced to the ground when the level fully loads, so the only way to get an object to stay is to spawn it in a script after the level is loaded, which is extremely tedious if a lot of the objects in a level have to be able to start on top of blocking midtextures.
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Re: [r960] Weirdness with 3dmidtex and objects

Post by Project Shadowcat »

SnowKate709 wrote:This is not entirely fixed. Although monsters can be blocked by midtextures, they still cannot walk on them.
This may be related to the fact that it's not exactly "stable ground", much like they won't cross onto bridge things either.
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Re: [r960] Weirdness with 3dmidtex and objects

Post by Graf Zahl »

Can you please post a small test map demonstrating your issues? Obviously the one I used didn't account for everything.
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Re: [r960] Weirdness with 3dmidtex and objects

Post by Kate »

I apologize for the atrocious texturing. Today is just not my day.
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Re: [r960] Weirdness with 3dmidtex and objects

Post by Graf Zahl »

I fixed it as good as possible. But if you want your monster to walk off the bridge you will have to out something into the gaps at the bridge's edges. As it is the monsters can't walk off or on. This is something that can't be fixed without introducing serious problems.
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Re: [r960] Weirdness with 3dmidtex and objects

Post by Kate »

As long as they can walk on it without falling into it, that's fine. =) =p
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