Can anyone suggest what is going on here and if there are any possible solutions?
As you can see from the video, when the PolyObject doors open, the way that the dynamic lights interact with the open doorway is quite variable. Sometimes a thin strip of light appears in the middle, sometimes most of the doorway is lit, sometimes very little of it is. It isn't until you move around abit that the doorway suddenly realises that it's meant to be fully lit and then, tada, it happens.
I've used loads of polyobjects near dynamic lights before and they usually interact just fine. I've tried disabling and moving some of the lights, changing the size of the polyobjects etc etc but nothing really seems to make it behave like it should.
As you can probably tell from the video, there are quite a few resources in the map so making a cut-down version of the area to post would be a bit of a chore. So, I'm basically wondering if someone recognises what is going on and can suggest some possible tips to sort it out?
It's not the worst thing in the world - just one door with momentarily odd light, but I'd like to sort it out if I can.
Polyobject and Dynamic light issue
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Re: Polyobject and Dynamic light issue
Can you identify which version of GZDoom does it work as expected? Additionally, which version of GZDoom did you record that video with (the one with the faulty behaviour)?
Re: Polyobject and Dynamic light issue
Remember to mention the GZDoom version, I thought to myself as I posted. 
This happens with 4.7.1 (which was in the video, loaded via UDB) and g4.8pre-229-gc926b7533. I haven't tried anything else because I only edited in the polyobject today and the resources that the map needs use some ZScript versioned at the current GZDoom one.

This happens with 4.7.1 (which was in the video, loaded via UDB) and g4.8pre-229-gc926b7533. I haven't tried anything else because I only edited in the polyobject today and the resources that the map needs use some ZScript versioned at the current GZDoom one.
Re: Polyobject and Dynamic light issue
Well, I figured it out - from a mapping point of view anyway.
If you look really closely at the video, you can see that there is a slight gap between the DOORSTOP texture on the floor towards the inner side of the lift door and the stripey yellow/black warning texture. That gap is 2 units wide, and surrounds the lift. The bottom of the gap is at the destination height of the lift some 512 units lower than the lift floor.
I can't even remember why I set it up that way because the sectors that make up the lift are all linked by a script and move together anyway. Anyway, having tried pretty much everything else I could think of, I decided to remove the gap sector and just make it to that the lift was exactly the same size as the lift shaft.
Like I said, that sorts it out from a mapping perspective. As to why the original setup confused the lighting updates, I really don't know.
If you look really closely at the video, you can see that there is a slight gap between the DOORSTOP texture on the floor towards the inner side of the lift door and the stripey yellow/black warning texture. That gap is 2 units wide, and surrounds the lift. The bottom of the gap is at the destination height of the lift some 512 units lower than the lift floor.
I can't even remember why I set it up that way because the sectors that make up the lift are all linked by a script and move together anyway. Anyway, having tried pretty much everything else I could think of, I decided to remove the gap sector and just make it to that the lift was exactly the same size as the lift shaft.
Spoiler:And without changing anything else about the area, when the doors open, the lighting in the doorway now updates correctly.
Like I said, that sorts it out from a mapping perspective. As to why the original setup confused the lighting updates, I really don't know.
