Graf Zahl wrote:Texture alignment is wrong. Please update from the SVN (to get updated linedef translators) and check the start of MAP05 in Nimrod. It should look like in GZDoom with the stripes on the wall properly aligned.
fixed
Graf Zahl wrote:Fog volumes do not work. You can check one of those in Nimrod MAP02 at position (-2570, 3310) Admittedly they are not that important because they didn't work in Legacy as well but if possible you should check it. Since something is drawn I guess it can be fixed.
right now i don't know how to do it
Graf Zahl wrote:Vavoom style 3D floors are not properly rendered. Their outer walls only get drawn when the view z position is between the floor's top and bottom. The floor and ceiling in the control sectors are inverted so obviously some checks are wrong.
fixed
Actually it was classic HOM but on fake plane because of wrong boundary calculation.
Graf Zahl wrote:I got frequent out of memory crashes. For example I was unable to test MAP110 in Enjay's Burghead mod.
no idea
I was able to test MAP110, no crash at all. It was unplayable because of 1 FPS while looking at main building.
However, i made dynamic clip allocation, it should allocate memory only for visible 3D floors.
Using old way, each F3DFloor structure had MAXWIDTH*4 more bytes.
Graf Zahl wrote:Pure light transfers do not seem to get handled. I checked a map using ZDoom's linedef type 50 and this does not affect sprites even though these definitions get added to the 3D floor table. Speaking of which, I think that the old code needs to go if the 3D floor code can be used to render such effects.
seems to be working for me
I made even more fixes, those flags are now working:
Code: Select all
2: Restricts the lighting properties into the area between the 3D floor's top and bottom. Logically this is only useful if the 3D floor is not solid.
16: Uses a sidedef's upper texture to draw the sides of the 3D floor instead of the transfer linedef's mid texture.
32: Uses a sidedef's lower texture to draw the sides of the 3D floor instead of the transfer linedef's mid texture.