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invisable barriers

Posted: Tue Feb 19, 2019 5:14 am
by hee
I have noticed on some of the more complex maps, especially with terrains, there is occasionally an invisible barrier that blocks the player and you have to go around it.
Does anyone know why this happens?

Re: invisable barriers

Posted: Tue Feb 19, 2019 6:02 am
by Hook
hee wrote:I have noticed on some of the more complex maps, especially with terrains, there is occasionally an invisible barrier that blocks the player and you have to go around it.
Does anyone know why this happens?
I have often wondered why myself also. :noidea
In a popular Deck map (17) there are some of these invisible barriers in some of the hallways and when you fire down one of those hallways often your projectile blows up in your face.
Very annoying! :roll:

Re: invisable barriers

Posted: Tue Feb 19, 2019 7:52 am
by makemeunreal
They can be glitches. Submit the map you'd like to be fixed.

Re: invisable barriers

Posted: Tue Feb 19, 2019 1:33 pm
by papercoffee
Two reasons:
1) Very bad builds where the bsp tree is misinterpreting the brushes and build solid connections between vertices where no connection should be.
2) An intentional blocked path with a block-all actor.

Re: invisable barriers

Posted: Tue Feb 19, 2019 2:10 pm
by Hellkeeper
Invisible walls are bugged geometry and are, as the name says, invisible, so they tend to be hard to find (and fix).
That's why having people test the map for a while is essential.

Re: invisable barriers

Posted: Wed Feb 20, 2019 4:42 am
by Barbie
papercoffee wrote:Two reasons:
1) Very bad builds where the bsp tree is misinterpreting the brushes and build solid connections between vertices where no connection should be.
2) An intentional blocked path with a block-all actor.
3) Complex mover can also create invisible obstacles. They appear close to the mover.

Re: invisable barriers

Posted: Wed Feb 20, 2019 6:29 am
by EvilGrins
Sometimes they're switches.

MH-Arden there's an invisible barrier close to the mountain side as you're turning a corner (up the hill, just left of that 1st structure). It's easy enough to get around, but after you flip a switch in the castle down the way and come back... that barrier is gone.

You can shoot thru it but you can't run thru it.

Weird, huh?

Re: invisable barriers

Posted: Wed Feb 20, 2019 7:14 am
by sektor2111
Arden also uses BlockAll - open map and search actors... and I'm still waiting those 3-5 terrain sample maps with perfect geometry which I asked before... I want evidences because I'm talking dumb things 90% - as "explained", and then I want to see those PERFECT Terrain ... maps demonstrating that I was wrong, No BlockAll and no other decorations colliding and masking a trash build which is heavy to do out of grid snapping. UE1 probably won't build these well without a new native support or a major update (I wanna know who works on it), as it doesn't map AERIAL paths even if stock has flies, mantas, gasbags, etc. - here I have more than one evidence - newer XC_EditorAdds confirmed what I said Even Before to be released.
I requested a simple log for Editor - perhaps is heavy to do. Log a non-coplanar surface - from which MODEL - is coming instead of a poor line like in SpawnPoint without to say which ThingFactory should be replaced.

Code: Select all

Error use CreatureFactory to spawn Pawns
A poorly done logging system is not helping that much. But I think I will have:

Code: Select all

Error use Creaturefactory instead of ThingFactory4 to spawn pawns
As in Editor should be:

Code: Select all

Warning: Model3 non-coplanar bla bla with texture...
Then number of maps with problems could be reduced, cannot be really stopped because there are mappers which don't care about logs.