I dimly recall some kind of limitation with this a long time ago, but it never affected these maps until now. And in any case, 3D floors rising/lowering in and out of water is a perfectly rational thing to do in any GZDoom map
[2.1 pre-236] Solid 3D floors underwater broken
Moderator: Graf Zahl
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				The Ultimate DooMer
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[2.1 pre-236] Solid 3D floors underwater broken
So I was testing out Serpent in a 2.1 pre-release to see what happened, and discovered that solid 3D floors underwater don't display the liquid above anymore (see screenie).  For moving 3D floors this will only happen when it's completely submerged. (in all cases it still works fine when you're underwater and looking up at it)
I dimly recall some kind of limitation with this a long time ago, but it never affected these maps until now. And in any case, 3D floors rising/lowering in and out of water is a perfectly rational thing to do in any GZDoom map
			
			
						I dimly recall some kind of limitation with this a long time ago, but it never affected these maps until now. And in any case, 3D floors rising/lowering in and out of water is a perfectly rational thing to do in any GZDoom map
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				Edward850
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Re: [2.1 pre-236] Solid 3D floors underwater broken
This doesn't by any chance mix 3Dfloors and transfer_heights in the same sector?
			
			
									
						
										
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				The Ultimate DooMer
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Re: [2.1 pre-236] Solid 3D floors underwater broken
Some of them do (including some of the sectors that you can still see the water on), but most of them don't. (and they all work fine in 1.x)
			
			
									
						
										
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				Graf Zahl
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Re: [2.1 pre-236] Solid 3D floors underwater broken
I recently had to fix an issue with 3D floor sorting. It may be that I overlooked something.
Can you make a list of affected maps and sectors so I can check?
			
			
									
						
										
						Can you make a list of affected maps and sectors so I can check?
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				The Ultimate DooMer
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Re: [2.1 pre-236] Solid 3D floors underwater broken
Map 19 is where most of them are, sectors 536-550 are among those in the screenie. (the whole room is affected)
For a moving 3D floor, try sector 1292,1295,1298,1301. (there's a few more in that room too)
Map 21 has some too (eg. sector 697-701), but the bug is only visible when you raise the water level. (twist the valves in the room)
			
			
									
						
										
						For a moving 3D floor, try sector 1292,1295,1298,1301. (there's a few more in that room too)
Map 21 has some too (eg. sector 697-701), but the bug is only visible when you raise the water level. (twist the valves in the room)
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				Graf Zahl
														 - GZDoom Developer

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Re: [2.1 pre-236] Solid 3D floors underwater broken
fixed. The code incorrectly applied some info about the floor plane to the top plane: Due to a split the 3D floor had a dynamically created bottom - but such planes should never, ever be rendered - and this info was erroneously applied to the top of the liquid 3D floor as well.