Silhouette 03 Posted January 11, 2021 I was testing a map I've been working on and this bug occurred: Spoiler Don't know if you can tell from the screenshots, but the enemies and objects(including the player) appear to be levitating above the ground and the enemies sometimes disappear. If anyone can tell me why this is happening and suggest a potential fix, I would be very grateful. 0 Quote Share this post Link to post
SilverMiner Posted January 11, 2021 They walk on an invisible sector, try to move some linedefs a little and rebuild nodes Your map is haunted noooooooooo 3 Quote Share this post Link to post
Silhouette 03 Posted January 11, 2021 7 minutes ago, SilverMiner said: They walk on an invisible sector, try to move some linedefs a little and rebuild nodes Your map is haunted noooooooooo How would I rebuild nodes? 0 Quote Share this post Link to post
SilverMiner Posted January 11, 2021 (edited) Run or save the map EDIT: It works? Edited January 11, 2021 by SilverMiner 0 Quote Share this post Link to post
Silhouette 03 Posted January 11, 2021 3 minutes ago, SilverMiner said: Run or save the map EDIT: It works? I’ve tried running it as well as saving it, so I’ll try and rearrange some linedefs. Thank you! 0 Quote Share this post Link to post
SilverMiner Posted January 11, 2021 Sometimes adding a vertex to tall linedefs may help 0 Quote Share this post Link to post
Silhouette 03 Posted January 12, 2021 Sorry if I'm bumping this thread but the problem still persists, even if I save or run the map 0 Quote Share this post Link to post
Edward850 Posted January 12, 2021 (edited) How big is your map? Do the two furthest points in the map from eachother exceed a distance of 32767 units? While you can conceptually place your map geometry anywhere in the available space, your map dimensions cannot exceed one quarter of the space (32767 units, half the vertical and horizontal axes). Map geometry further out than that can result in overflows in distance calculations, causing all sorts of weird behaviour including actors referencing the wrong sector (which is what would produce similar symptoms to what you've described). Edited January 12, 2021 by Edward850 0 Quote Share this post Link to post
Silhouette 03 Posted January 12, 2021 (edited) On 1/12/2021 at 1:38 PM, Edward850 said: How big is your map? Do the two furthest points in the map from eachother exceed a distance of 32767 units? While you can conceptually place your map geometry anywhere in the available space, your map dimensions cannot exceed one quarter of the space (32767 units, half the vertical and horizontal axes). Map geometry further out than that can result in overflows in distance calculations, causing all sorts of weird behaviour including actors referencing the wrong sector (which is what would produce similar symptoms to what you've described). So I should make my map smaller? Edit: fixed.. I think? Thank you Edward! Edited January 13, 2021 by Silhou3tte Fixed 0 Quote Share this post Link to post
URROVA Posted January 12, 2021 there wasnt zokumbsp for optimizing nodes on big vanilla maps? maybe it can fix the problem :/ 0 Quote Share this post Link to post
Edward850 Posted January 12, 2021 8 minutes ago, URROVA said: there wasnt zokumbsp for optimizing nodes on big vanilla maps? Only in terms of storage limits, it can optimize things like the blockmap size. It can't do anything about the game's mathematics, however. 1 Quote Share this post Link to post
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