[r3244] Bug: Polyobjects physics
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Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
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[r3244] Bug: Polyobjects physics
If you have a midtexture polyobject, you can choose to have it blocking or non-blocking nowadays. However moving a non-blocking polyobject, still pushes stuff that comes "in the way" around.
A demo map shows this the best. (Map01)
http://files.drdteam.org/index.php/file ... ugdemo.zip
As you can see in the demo map, having the polyobject to push stuff around is not always desired when its supposed to be something going on in the ceiling.
I don't know if this is really a "Bug" but more like a missing feature. A way to somehow turn the pushing effect off when moving a polyobject would be a good idea IMO.
I really love the new polyobjects, I just decided to try them out yesterday and one can do some pretty crazy shit with theese after the new code was done for them. I noticed this when i had some crane like thing in the ceiling rotating and moving crates back and forth, that even though i set them not to block, they pushed me around if i wasn't moving.
A demo map shows this the best. (Map01)
http://files.drdteam.org/index.php/file ... ugdemo.zip
As you can see in the demo map, having the polyobject to push stuff around is not always desired when its supposed to be something going on in the ceiling.
I don't know if this is really a "Bug" but more like a missing feature. A way to somehow turn the pushing effect off when moving a polyobject would be a good idea IMO.
I really love the new polyobjects, I just decided to try them out yesterday and one can do some pretty crazy shit with theese after the new code was done for them. I noticed this when i had some crane like thing in the ceiling rotating and moving crates back and forth, that even though i set them not to block, they pushed me around if i wasn't moving.
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Re: [r3244] Bug: Polyobjects physics
I hate bumping stuff but... *bump*
any comment at least? is it "not highest priority" or is it something that will just forever be ignored?
any comment at least? is it "not highest priority" or is it something that will just forever be ignored?
Re: [r3244] Bug: Polyobjects physics
Have you seen much happening at all lately? I got flooded out, and Graf seems to have been busy with other things.
Re: [r3244] Bug: Polyobjects physics
[OT]How's reconstruction doing there, Randy? How long do they think it will take to come back to 'normality?'[/OT]
-M.
-M.
Re: [r3244] Bug: Polyobjects physics
Made a fix. Patch attached. I made it so the polyobject looks at the line properties on the polyobject and blocks when it should.
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polyfix.zip
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Re: [r3244] Bug: Polyobjects physics
Awesome. I don't have the software to test if it fixes it all. But by the sounds of it, this is great 

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Re: [r3244] Bug: Polyobjects physics
Don't have a level editor on me at this time to check, but shouldn't this have some checks for 3D mid textures on polyobjects as well?
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Re: [r3244] Bug: Polyobjects physics
Made some changes to the patch so that 3D mid texture polyobjs work for the most part. They are solid where they should be and can freely move above and below the player. However standing on them I guess would be considered undefined. Right now they push you around as before since from what I could tell it wouldn't be an easy job to implement them properly. (Especially since I'm sure no one really wants the polyobjects to just slide under the players feet.)
Re: [r3244] Bug: Polyobjects physics
Hmm, does that mean that standing on top of one will cause it to 'push' you along, meaning you actually stay on top of it? Or is sliding off the current behavior?
Either way, nice fix! Pseudo-3D polyobjects are possible now.
Either way, nice fix! Pseudo-3D polyobjects are possible now.

Re: [r3244] Bug: Polyobjects physics
I would rather have them just slide under the player/above the player. This would allow for swinging doors in 3-d floor constructs and would be multiplayer friendly (what if someone opens a door on the top floor and there happens to be a player on the bottom floor, but at that exact position on the bottom floor, there is no door? Does he get magically pushed by some invisible force?)
Re: [r3244] Bug: Polyobjects physics
That's exactly what was fixed here. Before, the polyobject would either push the player magically or just hang in mid-air if the z-positions didn't actually cause collision. I was asking about the case where the player is actually standing on the 3DMidtex itself.
And regarding my question: I guess it's a moot one to ask. If it's undefined, its current behavior shouldn't really matter, should it? Dunno -- just wondering if the "player moves with the object" case is possible.
And regarding my question: I guess it's a moot one to ask. If it's undefined, its current behavior shouldn't really matter, should it? Dunno -- just wondering if the "player moves with the object" case is possible.
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Re: [r3244] Bug: Polyobjects physics
If you're standing on a polyobj it will try to push you off. It also won't move until it does so.
The two ways to properly handle it would be to either let it slide under the player feet. This is difficult since the actor never crosses any lines while the poly object moves. Thus you would hang in mid air until some kind of movement was made. I poked at this for a few days and wasn't making much progress since the functions that would update the floorz for the actor don't take into account the mid texture that's right at your feet.
The other way would be to move the actor with the poly object like Xaser suggests. The only thing ZDoom can do at the moment is push the player perpendicularly to a polyobj's edge. To do this you would first you would need to keep track of objects that are standing on the poly object and then modify the movement functions to also move these actors. Probably would require a lot of code, but I don't see why it can't be done.
Needless to say the easiest thing to do is to just handle standing on top as it was before and just fix the problem for passing above and below.
The two ways to properly handle it would be to either let it slide under the player feet. This is difficult since the actor never crosses any lines while the poly object moves. Thus you would hang in mid air until some kind of movement was made. I poked at this for a few days and wasn't making much progress since the functions that would update the floorz for the actor don't take into account the mid texture that's right at your feet.
The other way would be to move the actor with the poly object like Xaser suggests. The only thing ZDoom can do at the moment is push the player perpendicularly to a polyobj's edge. To do this you would first you would need to keep track of objects that are standing on the poly object and then modify the movement functions to also move these actors. Probably would require a lot of code, but I don't see why it can't be done.
Needless to say the easiest thing to do is to just handle standing on top as it was before and just fix the problem for passing above and below.
Re: [r3244] Bug: Polyobjects physics
Ah, I see. Suddenly, mapping got so much better. :D Thanks to Thomas and Blzut for fixing this! :D
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Re: [r3244] Bug: Polyobjects physics
Heelll yeeeeah! thanks a lot for fixing this
Now I can go really crazy with my moving polyobject structures.
