[quote="Firebrand":3cq7p556]Have you tried moving the slope thing that is near the edge a bit?
Yes, and this works, of course... however to keep the same slope, z height must be modified as well.
[quote="Firebrand":3cq7p556]The problem could be it's between both sectors and the engine can't determine which sector it belongs to, but I'm unsure of this.
Yes, or rather the engine has determined that it is in the neighboring sector (or no sector if on a one sided line).
[quote="Firebrand":3cq7p556]Slope things calculate their angle based on their Origin in the map, but in your case, it can't be done because it's exactly over the line that marks the edge, that's why I suggest you to try to move your slope thing a bit.
I'm not placing the slope thing on the special line (the line having arg1), I'm placing it over the line on the opposite side of the sector. If the engine decides the slope thing is in the sector with the special line, all is well, otherwise no slope is built.
Here's a possible fix - instead of looping over all slope things and using PointInSector to see what sector they should affect, we could loop over all slope line specials and then find nearest matching slope thing. This would generate the same slopes, but would not require the slope thing to be inside the sector at all (which seems unnecessary as they already reference each other by Arg1 and TID). [edit] Crap, this won't work unless the lines actually have a line special. Maybe they should have a special to go with that Arg? I dunno.
If this isn't a bug report, maybe it's a feature request <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->