1. Floor changes
The indoor pool (in BoomEdit.wad MAP01) contains a
switch which is intended to raise some stairs but
doesn't. I've narrowed this down to the floor in the
second stairs sector being changed at runtime such that
it doesn't match the first sector's floor.
The switch has linetype 127 (S1 Raise Stairs 16) and
affects sector 41, which has floor FWATER1 and is not
otherwise special (only the switch and this sector
share a tag); the second sector starts with floor
FWATER1 but is affected by a tagged line of type 242 to
create a water effect.
2. Fake floor, walls not rendered correctly
There's a nearby slime "box" which is wrongly rendered.
The real floor's sprite is wrong, and the fake floor
isn't rendered at all (it should have the sprit which
the real floor incorrectly has, and should be at the
ceiling height of the control sector).
The walls appear to be misrendered too: DIYDoom uses
the upper texture from the ceiling to the control
sector. (Tested by changing the upper texture.)
3. Floor flooding
There's a nearby "glass floor" - the floor is
misrendered: it is rendered at the height of the target
sector, in this case with flat-flooding (missing lower
textures - this is deliberate). When the control
sector's floor is at or below the target sector's
floor, as it is in this case, the target's floor should
be rendered at the height of the control's floor. (The
linedefs are correctly rendered, although I've not
tested with lower textures.)
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Ideally this would be fixed in some way, but not for the
1.29 release.