[Fixed] Proximity of things to walls
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- Kappes Buur
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Proximity of things to walls
I am not sure if that subject had come up before.
In Heretic, the torches were regularly attached right to the walls.
However, ZDoom does not display them properly.
Moving the mouse, just slightly, back and forth, the torches blink in and out or sometimes are not displayed at all.
In Heretic, the torches were regularly attached right to the walls.
However, ZDoom does not display them properly.
Moving the mouse, just slightly, back and forth, the torches blink in and out or sometimes are not displayed at all.
Last edited by Kappes Buur on Thu Aug 14, 2003 7:16 am, edited 1 time in total.
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Anonymous
I just tested E1M1 can't see it (clipped through the level - pretty sure I looked at them all).
However, the torch is right ON the line (not 100% sure since there's no cross for the center). The torches in Heretic are slightly OFF the wall. As I recall, even in Heretic this causes the exact same problem.
[Edit, well I missed the most obvious one
Still that was a problem in Heretic and putting them right ON the line is not a good idea because of the ambiguity presented.]
PS. When I moved the E1M1 torch 1 unit over, it's all fine.
However, the torch is right ON the line (not 100% sure since there's no cross for the center). The torches in Heretic are slightly OFF the wall. As I recall, even in Heretic this causes the exact same problem.
[Edit, well I missed the most obvious one
PS. When I moved the E1M1 torch 1 unit over, it's all fine.
- Graf Zahl
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HotWax wrote:With this being a display bug only, and not a game-killer in any way shape or form, I definately wouldn't advise breaking or hacking the engine to make it compatible with poorly made maps.
I fully agree. Maybe a solution as in the Doomsday engine which moves the torches out of the walls is the best (although even that doesn't handle all torches correctly).
- Ultraviolet
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- Kappes Buur
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I just remembered the original thread in the old phorum, where this rendering imprecision had come up with the barrel, half burried in a wall, in Doom2 map02.
I had a closer look, again, at that and noticed that anything placed directly onto a linedef, when the two adjoining sectors are of differing heights, that the thing will be rendered with some flaws.
This is the same area in Doom2 map02 as the above, but the opposite wall.
So, the moral of the story is, I guess: Do not place things directly on a linedef!
I had a closer look, again, at that and noticed that anything placed directly onto a linedef, when the two adjoining sectors are of differing heights, that the thing will be rendered with some flaws.
This is the same area in Doom2 map02 as the above, but the opposite wall.
So, the moral of the story is, I guess: Do not place things directly on a linedef!
Last edited by Kappes Buur on Thu Aug 14, 2003 7:17 am, edited 1 time in total.
- Graf Zahl
- Lead GZDoom+Raze Developer

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- Location: Germany
Ultraviolet wrote:Or maybe Doomsday just has some poorly hacked solution that gives sprites close to lines a certain margin for draw-order preference... like, if it's within 1 unit of the line that sprite gets drawn after the wall or something.
No, it has some code to actually move them out of walls. For most torches it works fine but sometimes it screws up. That's because it uses the torch's sector links instead of the blockmap to determine where to move it and this doesn't always find the right wall.
So you're saying it's not possible to place your couch in any position where it would cross from one type of floor (e.g. carpeting) onto another (e.g. wood flooring)? Fascinating....Hirogen2 wrote:Putting a sprite directly on a linedef would -- in 2D as in 3D space -- violate
the space continuum. Two objects cannot exist at the same point. At least not
right now.