Posted: Sat Aug 13, 2016 11:42 pm Post subject: Invisible things under water
Since the latest update, I cannot see any things (monsters, power-ups, projectiles) in the underwater area of my Descent map. This used to work just fine, but not now.
I made a test map using a pretty much identical set-up, and the problem is reproduced. In the water in the map (MAP01) are radsuits and plasma cell packs, but you cannot see them nor the plasma balls you shoot. You can pick up stuff and your plasma balls leave decals on the wall, so the things are there, but invisible. If you summon a monster, it and its projectiles will also be invisible, but you can hear it and take damage from it.
I know that having the floor and ceiling of the dummy sector equal to each other and above the ceiling of the real sector is an unusual way to make swimmable water, but it works, or at least it used to. It lets me use the skybox to make the surface of the water appear to be well above the top of the base.
Oops, I just realized I forgot to put the WATERMAP texture on the transfer heights line, but that doesn't affect the bug.
So, here's a new test wad. Don't mind the left and right sectors, they are there for testing purposes. Compared to ZDoom they act the same.
The problem Empyre is talking about, occurs within the middle one.
When the 'dummy' sector's floor that is assigned to it, is above the desired sector it should be transferred to, everything within that sector will be invisible.
Note that this only happens when the 'dummy' sector's floor is above the desired sector's ceiling.
According to Empyre, this didn't happen before.
As ZDaemon just rendered the actors anyway (I can't confirm on that one, but seems unlikely to me).
ZDoom in comparison does render them anyway (can confirm on that one).
I really doubt wether this should be considered a problem or not, the situation itself is really uncommon.
I think that this is an inherent limitation of how this feature works.
Investigations showed: the behaviour of the engine is ok, but ZDoom has a protection if the settings of transfer height are out of range.
The dummy sector's floor is above the real sector's ceiling.
So it's moved to rejected.
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