[Not a bug] Polyobjects and bridge things

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The Ultimate DooMer
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Polyobjects and bridge things

Post by The Ultimate DooMer »

Polyobjects stop dead when they run into bridge things. This may seem logical when this is below the fake floor (as bridge things have a thickness), but they stop in front of bridge things that are not sticking up above the fake floor as well. (ie. an 8-unit-thick bridge thing placed 8 units below the fake floor)
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Risen
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Post by Risen »

Makes sense to me. All polyobjects are infinitely tall.
Last edited by Risen on Mon Jan 19, 2004 2:36 pm, edited 1 time in total.
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HotWax
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Post by HotWax »

The polyobj spans the full height of the geometry, including what's under your fake floor. If the object didn't stop, and kept moving above your fake floor, you'd also find it underneath it as well.
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The Ultimate DooMer
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Post by The Ultimate DooMer »

The thing is that the poly isn't long enough to actually reach the edge of the fake floor.
Last edited by The Ultimate DooMer on Mon Jan 19, 2004 4:43 pm, edited 1 time in total.
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cccp_leha
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Post by cccp_leha »

How about an example WAD?
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The Ultimate DooMer
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Post by The Ultimate DooMer »

No need,as I've fixed it.
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HotWax
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Post by HotWax »

So it sounds like the polyobj was getting stopped a few feet away from the edge because the radius of the bridge thing extended a ways into the solid surface the polyobj was positioned on... Or was it something completely different? :)
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The Ultimate DooMer
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Post by The Ultimate DooMer »

The radius was larger than the amount of room it had, but the height of it was the same as the floor (so it wasn't sticking up above the floor) and in any case I thought that old bridge bug had been fixed (so bridges could now run into each other and walls without causing any trouble).
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HotWax
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Post by HotWax »

Well a polyobject isn't a wall persay, and in any event any moving surface by default can be obstructed by things. Since a bridge object IS a thing, it's only natural that the polyobject gets blocked by it. The thing you have to remember is that a polyobject is infinitely tall, so even though the bridge is at or below the height of the floor, that doesn't matter. As far as the bounds checking is concerned, the Z position isn't even a factor. :?

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