LightningBolt101 Posted February 27, 2012 Anyone know how to fix this? 0 Share this post Link to post
Rayziik Posted February 27, 2012 Not exactly sure what the problem is here... Post the level or the broken part of the level please? 0 Share this post Link to post
Krispy Posted February 27, 2012 Polyobjects are just a pain in the butt. It's really hard to tell what the problem is just from the picture. Rayzik's right. I honestly wouldn't be surprised if you could see France through that door because so many things can go wrong. 0 Share this post Link to post
EarthQuake Posted February 28, 2012 The bleeding happens when polyobjects cross into different subsectors. Doesn't ZDoom fix pretty much everything that can go wrong with Polyobjects now? Are you using the latest version? 0 Share this post Link to post
Gez Posted February 28, 2012 The latest SVN builds will fix that. The latest official version (2.5.0) won't. But it's high time we got a new version because gosh. 0 Share this post Link to post
Graf Zahl Posted February 28, 2012 At least the most critical bug has been fixed now so chances are better now to get one sooner, rather than later. 0 Share this post Link to post
LightningBolt101 Posted February 29, 2012 This is all in the latest stable build of Skulltag. I think it's time Skulltag gets an update, even if through the community (the source code was released finally). I love it, but it's ability to render certain things can be quite obnoxious sometimes. It's ability to render reflective floors and apparently things like this is below standard from what I can see. Let's pray someone updates it, because I'm thinking working with Skulltag might be a worse idea than working with ZDoom. I keep this map in Skulltag format simply for the fact that it uses its monsters, weapons (which are easy to change), and most importantly, the textures included with skulltag_data.pk3. 0 Share this post Link to post