OCZ:
Upon level start, a floating, bobbing FOF is intended to spawn on top of a damaging translucent water FOF with Effect 5 (water ripples effect) checked, just like how floating, bobbing FOF's are usually placed when designers want floating, bobbing platforms over water. However, the floating, bobbing FOF somehow glitches and ends up floating above the water FOF once the entire level is loaded.
I have not encountered this in v.1.09, but when I ported OCZ to 2.0, the "bug?" has popped up. I might have done something wrong, I do not know, which is why I am asking here. I have asked much long ago in my OCZ topic, but nobody seemed to pay attention or knew a solution. The Wiki does not state any known problems Linedef 160 (FOF: floating, bobbing) possesses.
I have provided a couple of images of the problem for clarity: one right at level start (before zone titles show up and things starts moving) that has the floating, bobbing FOF in its intended position; and another at the instant the zone titles show up and all level effects occur. And, by the way, disregard anything that is displayed in the console.
If you do not know what I'm asking for here, then you need to consider reading this again. The question should've been obviously implied: what can I do to fix this problem? Or, if there is no solution to it right now, then can this be considered a v.2.0.4 bug that will be fixed (or has been already) in the next patch?
---------- Post added at 10:24 PM ---------- Previous post was at 09:58 PM ----------
I have forgotten to mention that a single control sector for the floating, bobbing FOF was made to span over three distinct sectors so that three of such FOFs would respawn, each having the same properties. It should then be understood that those three sectors also share the same damaging translucent water FOF control sector. These three sectors were merged into one sector of three "subsectors," as I call them, as they all are separate polygons merged to share a single property (or properties) in order to reduce lag (optimization technique).
You can see in the two images above two of the three sectors containing the FOFs.
As an experiment, just now I have decided to delete two of the three sectors. I have discovered that there was no problem that the floating, bobbing FOF exhibited during the test. I also decided to do another test with deleting only one of the three sectors so that there are only two sectors with the same properties. The topical problem was encountered; however, the floating, bobbing FOF 'glitched' but fewer FU's above the water FOF than before.
Now the question: why does this glitch occur when one floating, bobbing FOF control sector that spawns such FOF over a water FOF is applied to multiple sectors (or joined) with identical properties? Though, I do not recall if this was done cleanly in other published levels. So, if there are certain circumstances for this glitch to occur, then I would like to know how I can avoid it from ever happening again in the future. I already have one solution I've mentioned already: have one floating, bobbing FOF control sector apply for only one sector, not for two.
Upon level start, a floating, bobbing FOF is intended to spawn on top of a damaging translucent water FOF with Effect 5 (water ripples effect) checked, just like how floating, bobbing FOF's are usually placed when designers want floating, bobbing platforms over water. However, the floating, bobbing FOF somehow glitches and ends up floating above the water FOF once the entire level is loaded.
I have not encountered this in v.1.09, but when I ported OCZ to 2.0, the "bug?" has popped up. I might have done something wrong, I do not know, which is why I am asking here. I have asked much long ago in my OCZ topic, but nobody seemed to pay attention or knew a solution. The Wiki does not state any known problems Linedef 160 (FOF: floating, bobbing) possesses.
I have provided a couple of images of the problem for clarity: one right at level start (before zone titles show up and things starts moving) that has the floating, bobbing FOF in its intended position; and another at the instant the zone titles show up and all level effects occur. And, by the way, disregard anything that is displayed in the console.
If you do not know what I'm asking for here, then you need to consider reading this again. The question should've been obviously implied: what can I do to fix this problem? Or, if there is no solution to it right now, then can this be considered a v.2.0.4 bug that will be fixed (or has been already) in the next patch?
---------- Post added at 10:24 PM ---------- Previous post was at 09:58 PM ----------
I have forgotten to mention that a single control sector for the floating, bobbing FOF was made to span over three distinct sectors so that three of such FOFs would respawn, each having the same properties. It should then be understood that those three sectors also share the same damaging translucent water FOF control sector. These three sectors were merged into one sector of three "subsectors," as I call them, as they all are separate polygons merged to share a single property (or properties) in order to reduce lag (optimization technique).
You can see in the two images above two of the three sectors containing the FOFs.
As an experiment, just now I have decided to delete two of the three sectors. I have discovered that there was no problem that the floating, bobbing FOF exhibited during the test. I also decided to do another test with deleting only one of the three sectors so that there are only two sectors with the same properties. The topical problem was encountered; however, the floating, bobbing FOF 'glitched' but fewer FU's above the water FOF than before.
Now the question: why does this glitch occur when one floating, bobbing FOF control sector that spawns such FOF over a water FOF is applied to multiple sectors (or joined) with identical properties? Though, I do not recall if this was done cleanly in other published levels. So, if there are certain circumstances for this glitch to occur, then I would like to know how I can avoid it from ever happening again in the future. I already have one solution I've mentioned already: have one floating, bobbing FOF control sector apply for only one sector, not for two.
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