I seem to be having an extremely irritating problem with creating realistic swinging doors. When I use Polyobject Start Spots and Anchors, along with the door's Dummy Sector linedefs set to Polyobject Start Line and Door Swing, the door manages to open and close perfectly...but what happens in-game is shown by the two pictures below:
This...
...does this!
WTH?!...
Like I said, the door still opens and closes perfectly (except it doesn't make opening/closing sounds, but that will come later). So my question is how do I go by fixing this error?. Guidance and tips will really help me a lot with this. Any ideas?...
Major Help With Annoying Swinging Door "Glitch"
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Re: Major Help With Annoying Swinging Door "Glitch"


This can be solved by creating a "fake ceiling" in the radius of the door.
Or a better solution is creating a polyobject with a finite collision box by using [wiki]Polyobj_ExplicitLine[/wiki] and walkable middle texture flag.
Of course if you choose this method the polyobject won't have a lid, but if it's high enough, it's not so annoying.
Look the description here:
[wiki]PolyObjects[/wiki]
- ramon.dexter
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Re: Major Help With Annoying Swinging Door "Glitch"
No. Just use middletexture for the door + backside texture. Then you will be able to have realistic looking doors (also you have to put some flasg to it so it would work. I'm using the combo "impassable, block monsters, block players, block hitscans, block projectiles, block sounds).
Re: Major Help With Annoying Swinging Door "Glitch"
And why not?No.
If you create an ordinary polyobject, you don't need backside texture, because it consists of one-sided lines... on such a polyobject you can use middle texture but to no avail.Just use middletexture for the door + backside texture.
Look:
This is a good example for that. (Doom in UDMF)
There are two ways to create polyobjects: the first is with startline, in this case you don't have to create the polyobject as a sector, so it consist of one-sided lines.
The second way is with explicit lines, in this case you have to create the poly as a sector but it should be the same subsector as its holding sector.
Your third method is not a usual or conventional way to do it.