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|
|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)
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.
|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|