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Bug with 'leaking' sectors


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See the image below. I gave some floors a different flat to see which ones were doing it, and it's basically all of them.

 

There's also some invisible collision where these rays meet, roughly at the player location (I discovered it because it was causing rockets to explode in my face). As far as I can tell, there are no overlapping vertices or other errors I'm familiar with. It's also happening in both dsda-doom and GZDoom.

 

Does anyone know why this is happening, and how I can fix it without having to rebuild the whole thing?

998051638_Screenshot2022-05-27131632.png.cd41f05a3ba0abcf6acf706b1ca9d1f5.png

 

A stripped down version of the wad that contains the bug: _BUG.zip

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This is likely a nodebuilder issue; not the easiest thing to fix, but first you can try using different nodebuilders - glBSP seems to leave this area you have constructed in a playable state, for example.

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Most of it is behind the scenes magic that we mappers don't need to fully understand, honestly; they all have their ups and downs but in most cases, most of them work interchangeably. You can always read the Wiki article for a slice of in-depth knowledge.

 

Since from what I understand your map is for vanilla, I'd fully recommend downloading and using ZokumBSP; seems to be the best option for older-format maps from  my experience. :)

 

Lastly I came across this thread which has some more discussion on nodebuilders. Hope this helps!

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34 minutes ago, Dragonfly said:

This is likely a nodebuilder issue; not the easiest thing to fix, but first you can try using different nodebuilders - glBSP seems to leave this area you have constructed in a playable state, for example.

 

Thanks, I tried using glBSP instead of ZenNode and it does seem to work. Is there anything I should watch out for when switching node builders, or should they generally be interchangeable?

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