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getting "Z-offsetting not allowed for interactive portals" message, but the floors and ceilings of the connected sectors are the same.


LindaIsHere

Question

The title of this thread is essentially the whole issue.

 

Screenshot_Doom_20200715_003447.png.7a694b34246be1aa5fa35d99e0a0043b.png

 

The change in wall texture is where the portal is. The ceilings for these sectors are both 72 high and the floors are at -8 and both sectors show a height of 80.

 

170d083772c2a9b7d8a327d70dce4b10.png.d6572368e3e60decbf4a115e702d7c42.png

7437e959d33278d092f7f2d015992dc3.png.b50c981306e3b10eb2399f20cfb6840c.png

 

These are the two line's settings in GZDoom Builder (using UDMF configuration).

Is there something I'm missing? Everything I've seen about how to fix this issue points to the fact that this error shouldn't be happening, and yet it still makes them teleport portals with no sound whenever the map is played. It does this in both LZDoom and GZDoom so it's not like my previous issues with line portals either.

Edited by LindaIsHere
got the height numbers mixed up

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I set the tags in the identification section of the linedef menu. Also, I set the plane align to none like you said and that fixed an issue I was having where monsters wouldn't go into the portal after the player. Sound still won't come through the portal though. (portal is in the lower-ish left part of the map with the rock walls)

clowns portal issue.zip

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For sound to propagate through the portal I would set the Portal Type to Static instead of Interactive.

 

s0DhInS.png

Edited by Kappes Buur
added screenshot

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Just for added context, Interactive portals don't support plane-align at all, which is used to z-offset the portal (hence the error). 

 

Static portals are the most robust gameplay wise, but try to keep them isolated from each other (because you can't be able to travel from one side of them to the other through normal means, they have to be the only way). This is also true for Sector portals.

Edited by Bauul

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