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andrewj
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DaniJ said:
Segs for self-referencing linedefs are generated as a secondary stage which occurs after the nodes have been built. These segs are then inserted into the BSP, splitting as necessary where any intersections occur with the normal segs (and each other), linking them as an additional list of segs per subsector. They are then drawn along with regular walls (possibly occluding), sorted in with sprites.

I think Essel's question referred to the physics of 3D bridges, which would totally break if you really did ignore self-referencing linedefs for collision detection.

Old Post 02-18-10 02:28 #
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DaniJ
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Are you referring to triggering specials as opposed to collision detection? Obviously that must occur or yes they wouldn't work at all.

Old Post 02-18-10 09:02 #
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Graf Zahl
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No. Any self-referencing linedefs must be used for all collision detection tests.

However, this does not use the BSP but the blockmap instead so this shouldn't be a problem.

The only place outside the renderer which uses the BSP is to get a sector from a position but if there's an alternative algorithm that doesn't require the BSP that should be ok.

Old Post 02-18-10 09:17 #
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DaniJ
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Graf Zahl said:
No. Any self-referencing linedefs must be used for all collision detection tests.

No meaningful collision is possible with self-referencing linedefs. Specials can be triggered when crossed using the blockmap (as you noted) but thats it.

Old Post 02-18-10 10:24 #
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andrewj
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DaniJ said:
No meaningful collision is possible with self-referencing linedefs.

Perhaps you are thinking of something else?

"self-referencing line" is one with the same sector on both sides. It is used for 3D bridges and deep water, precisely because the player collides with the line and it affects the Z coord.

The following document may help:
http://glbsp.svn.sourceforge.net/vi...runk/TRICKS.txt

Old Post 02-18-10 11:36 #
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DaniJ
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No. I am thinking of self-referencing linedefs. No collision occurs vs them other than triggering using the line interception algorithm which uses the blockmap. Segs are "collided" with, linedefs aren't.

Self-referencing linedefs cannot possibly affect the Z coordinate because its the same on either side. Its the segs that affect this.

Old Post 02-18-10 13:33 #
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esselfortium
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DaniJ said:
No. I am thinking of self-referencing linedefs. No collision occurs vs them other than triggering using the line interception algorithm which uses the blockmap. Segs are "collided" with, linedefs aren't.

Self-referencing linedefs cannot possibly affect the Z coordinate because its the same on either side. Its the segs that affect this.


But the Z is often different from the Z of the surrounding "solid" sectors, which is one of the main reasons they're used.

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Old Post 02-18-10 17:43 #
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DaniJ
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Absolutely. However those values come from the sectors linked to the segs, not the sector linked on either side of the self-referencing linedef.

Old Post 02-18-10 22:18 #
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