invisable barriers

Discussions about UT99
Post Reply
hee
Experienced
Posts: 92
Joined: Wed Jan 16, 2019 2:11 am

invisable barriers

Post 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?
User avatar
Hook
Inhuman
Posts: 754
Joined: Tue Apr 22, 2008 11:21 pm
Personal rank: UT99 Promoter/Admin
Location: Minnesota USA
Contact:

Re: invisable barriers

Post 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:
=Hook=(Member# 626)
HUTP Active Forums: https://hooksutplace.freeforums.net/forum
HUTP UT99 Community Portal: https://hooksutplace.freeforums.net/
OR: https://hermskii.com/hook/ut99_hutp/
UT99 Server -> CROSSBONES Missile Madness {CMM}

* Newest Versions of: PRO-Redeemers | PRO-SNIPER-Redeemers | PRO-SEEKER-Redeemers <-(the Original)
and Now with FOOD FIGHT and Frying Pan arena !!!
IP: 68.232.181.236:7777 <-(NEW IP to come)
UT99 MH Server -> {CMH} CROSSBONES Monster Hunt (MH) by Mars007 (The Original) - IP: 108.61.238.93:7777
User avatar
makemeunreal
Masterful
Posts: 546
Joined: Tue Mar 26, 2013 6:34 pm

Re: invisable barriers

Post by makemeunreal »

They can be glitches. Submit the map you'd like to be fixed.
User avatar
papercoffee
Godlike
Posts: 10443
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: invisable barriers

Post 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.
User avatar
Hellkeeper
Inhuman
Posts: 903
Joined: Tue Feb 25, 2014 12:32 pm
Personal rank: Soulless Automaton
Location: France
Contact:

Re: invisable barriers

Post 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.
You must construct additional pylons.
User avatar
Barbie
Godlike
Posts: 2792
Joined: Fri Sep 25, 2015 9:01 pm
Location: moved without proper hashing

Re: invisable barriers

Post 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.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
User avatar
EvilGrins
Godlike
Posts: 9668
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: invisable barriers

Post 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?
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
User avatar
sektor2111
Godlike
Posts: 6403
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: invisable barriers

Post 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.
Post Reply