View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0000309 | Gameplay + OpenGL | [All Projects] Bug | public | 2017-02-19 19:20 | 2017-02-24 12:00 |
Reporter | ZZYZX | ||||
Assigned To | |||||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Platform | x86_64 | OS | Windows | OS Version | 7 |
Summary | 0000309: Portal-aware sight check fails if there are blocking lines in the area behind the portal | ||||
Description | See the example wad. The imp in the right room will wake up instantly, while the imp in the left room will only wake up after you shoot a gun. | ||||
Tags | No tags attached. | ||||
portals2.wad (12,081 bytes) |
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I think this also prevents using CheckSight with portals to hide/remove particles based on visibility to the player, because portals in most cases will have blocking lines around them. At least I most definitely remember CheckSight not working properly in such cases which led me to the assumption that CheckSight is not portal-aware at all (but apparently it's a bug). Also, making the blocking line (highlighted one here: http://i.imgur.com/uakCxCe.png) doublesided and passable solves the problem and the imp from the left room can see the player too. |
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Date Modified | Username | Field | Change |
---|---|---|---|
2017-02-19 19:20 | ZZYZX | New Issue | |
2017-02-19 19:20 | ZZYZX | File Added: portals2.wad | |
2017-02-19 19:28 | ZZYZX | Note Added: 0000677 | |
2017-02-19 19:31 | ZZYZX | Note Edited: 0000677 | View Revisions |
2017-02-24 12:00 | Graf Zahl | Status | new => resolved |
2017-02-24 12:00 | Graf Zahl | Resolution | open => fixed |