Static Portals Break Polyobject Portals.

Is there something that doesn't work right in the latest GZDoom? Post about it here.

Moderator: GZDoom Developers

Forum rules
Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.

If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.

Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
Razumen
Posts: 28
Joined: Tue Mar 13, 2018 8:04 pm

Static Portals Break Polyobject Portals.

Post by Razumen »

Basically, if you have any static portals on a map connected to sectors with a polyobject with portals on it, they'll stop any portals on the polyobject from teleporting things. "Visual+teleporter" or "interactive" portal lines on a polyobject will no longer teleport objects crossing through the polyobject portal line, though they will cross over from the other side IF the origin portal line is not on a polyobject.

In the example wad you can see that you can't cross the portal on the polyobject in front of you, though if you use the portals on the outer walls, you can go into those portals and cross over fine in the opposite direction.

If you go into an editor you'll see two pairs of portals above the player start. If you change the lower two portals just north of the playerstart to anything but static, then the polyobject portal works properly, as the static portals are now "disconnected" from the polyobject part of the map. Changing the top two does not fix it however, as the static portals are still in the same "area".

This was driving me crazy, as portals would suddenly break as my map got larger, so I thought it had something to do with map size. Turns out, if there are ANY static portals connected to the same sectors as the polyobject portal sectors, they'll break. Though they can be connected through portals and work fine.

The obvious expected advice here is: "don't mix and match portals", but I find that static portals are the preferred way to handle "stacking" sectors, especially when viewing the level on a map (and hiding secrets/secret portals), while static portals obviously won't work on a polyobject. As far as I know this should work and definitely feels like a bug rather than an unstated limitation.

Calisportaltestlite.wad
Razumen
Posts: 28
Joined: Tue Mar 13, 2018 8:04 pm

Re: Static Portals Break Polyobject Portals.

Post by Razumen »

I did some further testing and it appears interactive sector portals also break polyobject portals as well.

Return to “Bugs [GZDoom]”