The final elevator in TD's MAP03 "Emergency Room" starts HOMing after it goes down. When it's up there's no visible issues.
https://i.imgur.com/icC3hzU.png
https://drive.google.com/file/d/19QsP6V ... sp=sharing
[0.4.0] [SW] Emergency Room elevator HOM
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Re: [0.4.0] [SW] Emergency Room elevator HOM
I can tell you what happens here: In the lower part there is a sight blocking wall extending into the higher part, so the visibility clipper thinks the content of the portal is not visible.
Fixing this kind of issue has cost me some extreme effort in GZDoom, but for the current Build render engine it is a fatal unfixable condition.
It's really just that these portals are not well implemented, they feature no proper visibility clipping and are essentially just two scenes drawn on top of each other. If the map isn't build to strict rules they break - and this one violates the rules.
Fixing this kind of issue has cost me some extreme effort in GZDoom, but for the current Build render engine it is a fatal unfixable condition.
It's really just that these portals are not well implemented, they feature no proper visibility clipping and are essentially just two scenes drawn on top of each other. If the map isn't build to strict rules they break - and this one violates the rules.
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Re: [0.4.0] [SW] Emergency Room elevator HOM
So in this case, I take it it's a story for another time then, when we get to a new render.