MantisBT - Soldat
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0000111SoldatOtherpublic2011-10-16 23:342014-11-17 20:01
As de Espada 
 
lowtrivialsometimes
confirmedopen 
1.6.2 
 
0000111: Polygon bug caused by ordering
sometimes there is a polybug and you can fix it by simply sending one of them to behind the other.
maybe you could investigate why this happens so you can avoid polybugs
find a polybug on an overlapping poly.
open the map with a map editor
select the polys one each time and see the number of them (it is a count of polys)
send the one that is in front to back
polybug is fixed
if one poly count is like 53 and the other is like 55, take the second one and send it to back, so it will be 1 now.
If that doesn't work, take the first one and send it to front.
No tags attached.
? B_Buggy.PMS (7,328) 2011-10-17 08:11
https://bugs.soldat.pl/file_download.php?file_id=291&type=bug
? B_Not buggy.PMS (7,328) 2011-10-17 08:11
https://bugs.soldat.pl/file_download.php?file_id=292&type=bug
Issue History
2011-10-16 23:34As de EspadaNew Issue
2011-10-17 08:11As de EspadaFile Added: B_Buggy.PMS
2011-10-17 08:11As de EspadaFile Added: B_Not buggy.PMS
2011-10-17 08:13As de EspadaNote Added: 0001243
2012-05-08 14:21ShoozzaStatusnew => acknowledged
2012-12-22 19:43As de EspadaNote Added: 0001655
2013-05-09 10:04FryerAssigned To => Fryer
2013-05-09 10:04FryerStatusacknowledged => confirmed
2013-05-09 10:04FryerSummaryPolybug on overlapped polygons have a weird fix => Polygon bug caused by ordering
2013-05-20 07:18BistouflyNote Added: 0001717
2014-04-28 20:05skoskavNote Added: 0002233
2014-11-17 20:01ShoozzaAssigned ToFryer =>

Notes
(0001243)
As de Espada   
2011-10-17 08:13   
The only difference between the two files are the order of the three polys of the ramp.
(0001655)
As de Espada   
2012-12-22 19:43   
I am calling this bug the z axis polybug
(0001717)
Bistoufly   
2013-05-20 07:18   
I can confirm.

Knowing this, you can build a perfectly smooth curve by combining the "overlapping polys" and this "ordering polys" trick.

The problem is that you can only make your curve smooth for players running it in one way.
This is why we are in trouble with some maps. For example the curves that connects the tunnel with the rest of the map in ctf_Cobra. They are often run both ways.
(0002233)
skoskav   
2014-04-28 20:05   
It's very likely related to the order in which collision checking is performed. The ID decides that order. So in one configuration, a player touching two polys at once might be pushed deeper into the second poly, while in the other configuration the player might be pushed away from the second poly, thereby avoiding the second collision.

I'd love to play with the collision code for 1.6.8. Maybe I could alleviate some polybugs, hopefully without introducing many new ones.