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Bug: sector over sector displaces BIGFORCE ripples

#1

The ripples that spawn when you shoot or touch a BIGFORCE masked wall spawn invisible or completely out of view if they are inside the area of another sector overlapping it in 2D view.
Pictured is some masked walls with a sector crossing above it. The crossing sector does not share any volume with the sectors of the masked walls.
Only the portions of the walls that overlap with the sector's X/Y are affected. A masked walls sharing vertices with the crossing sector function properly if they are facing outwards (spawning the ripple slightly outside the overlapped area).

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  • Attached Image: 33900290.jpg

1

User is offline   Danukem 

  • Duke Plus Developer

#2

This kind of report won't garner much interest unless you can show that the bug did not exist in the original game.
1

#3

After testing a bit more it effects ripples from Forcefields too, and the same field having multiple sectors overlap only breaks in one place seemingly.
If it is present in retail this security monitor in the room you need the blue keycard to get inside of on Dark Side will have the bug. In eduke its ripple is not visible.

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  • Attached Image: duke0703.jpg

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User is offline   Reaper_Man 

  • Once and Future King

#4

Briefly looking at the game source and doing absolutely no testing, the FORCERIPPLE sprite spawned by the W_FORCEFIELD and BIGFORCE walls uses updatesector() instead of updatesectorz() to validate its position and sectnum. This could cause it to spawn in the wrong sector, and if that sector is not currently being drawn, that would mean the sprite wouldn't be drawn either. The fix would be to change the updatesector() call to use updatesectorz() in sector.cpp at or around line 1610. I assume this bug was present in the original game as well, but whether or not it's a legitimate bug depends on if updatesectorz() existed in the original source.
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#5

Surprisingly easy to fix by setting the forceripple's sector to its owner's sector when it spawns
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