[ZDBSP 1.17] [UDMF] Impassable lines misbehaving
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- Project Shadowcat
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[ZDBSP 1.17] [UDMF] Impassable lines misbehaving
Download this map here (don't mind the missing textures and actors) at http://www.prdarkfox.com/misc/map16.wad but don't go far. Go back inside the tunnel you start from and bump around the walls. It's almost as if you're in no clipping mode.
It's just that area in the map that is being strange.
Trying to segregate that general area into a smaller map -- that is, getting most of the sectors removed in the east makes the nodebuilder behave, likely due to some of the complexity in the map.
I will likely be changing that bit around eventually anyway, but I thought I'd point it out now while the issue has come up.
It's just that area in the map that is being strange.
Trying to segregate that general area into a smaller map -- that is, getting most of the sectors removed in the east makes the nodebuilder behave, likely due to some of the complexity in the map.
I will likely be changing that bit around eventually anyway, but I thought I'd point it out now while the issue has come up.
- NeuralStunner
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Re: [ZDBSP 1.17] [UDMF] Impassable lines misbehaving
Have you used any sector rotation or line curves? I've had some serious nodebuilding problems with fractional vertex coordinates, seemingly the only way to avoid them is keeping them as integers (or larger pieces like .25). For me it was only rendering that was affected (as far as I can tell), but I think nodes are used for certain physics checks as well.
- Project Shadowcat
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Re: [ZDBSP 1.17] [UDMF] Impassable lines misbehaving
No. I'm oddly OCD about keeping most of my coordinates on the 8x8 grid.NeuralStunner wrote:Have you used any sector rotation or line curves?
You're welcome to check out the map yourself, it's not spoiling much of anything.
Re: [ZDBSP 1.17] [UDMF] Impassable lines misbehaving
I've encountered similar problems on a much larger scale. I have a UDMF map that's fairly complex (it weighs about 5 MB and is pretty well detailed) and, on occasion when I save it, sector and line references are -all- screwed up. It's most noticable with slope lines. I wind up with wacky pits everywhere, my reverb things are totally unpredictable, etc. Yet if I move some stuff around (and change it back even) and then re-save... The map behaves. This is if I build nodes in DB2 or have GZDoom do them.
Frustrating, ain't it?
Frustrating, ain't it?
- NeuralStunner
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Re: [ZDBSP 1.17] [UDMF] Impassable lines misbehaving
Okay, tested the original map and found what you described.
Made a copy and deleted ZNODES, so GZDoom can generate its own. Had to NoClip momentarily to even get past the exit line, but once inside, walls were fine.
Made a second copy and rebuilt the nodes with my usual options (-Xgzrc). Results were the same as with no pre-built nodes at all. Which options are you using?
(As an aside: Saw one serious HOM with one of your slopes, around 3280,-1340. It seems to be malformed.)
Made a copy and deleted ZNODES, so GZDoom can generate its own. Had to NoClip momentarily to even get past the exit line, but once inside, walls were fine.
Made a second copy and rebuilt the nodes with my usual options (-Xgzrc). Results were the same as with no pre-built nodes at all. Which options are you using?
(As an aside: Saw one serious HOM with one of your slopes, around 3280,-1340. It seems to be malformed.)
- Project Shadowcat
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Re: [ZDBSP 1.17] [UDMF] Impassable lines misbehaving
Doom Builder 2 defaults. I'm away from my computer right now so I couldn't tell you what those settings are. Yet. (Droid ftl?)NeuralStunner wrote:Made a second copy and rebuilt the nodes with my usual options (-Xgzrc). Results were the same as with no pre-built nodes at all. Which options are you using?
(As an aside: Saw one serious HOM with one of your slopes, around 3280,-1340. It seems to be malformed.)
I'm aware of the slope issue. I think one of the lines aren't referenced to slope.
- NeuralStunner
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Re: [ZDBSP 1.17] [UDMF] Impassable lines misbehaving
Which is only -c, but should still be working. Staying in an 8-unit grid shouldn't need extended nodes. (And I doubt it's over the 65535 segs limit.)Project Dark Fox wrote:Doom Builder 2 defaults.

Re: [ZDBSP 1.17] [UDMF] Impassable lines misbehaving
For some reason, this map has a stray BLOCKMAP lump. ZDBSP does not generate them for UDMF maps and will remove any present when building a UDMF map's nodes. I don't know where it came from, but it shouldn't be there.
If you are interested to know what's going on, all those lines with index 1000+ in the tunnel aren't in the blockmap (at least not anywhere near there).
If you are interested to know what's going on, all those lines with index 1000+ in the tunnel aren't in the blockmap (at least not anywhere near there).
- Project Shadowcat
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Re: [ZDBSP 1.17] [UDMF] Impassable lines misbehaving
So, being the inept programmer that I am, and with little control over what DM2 does, then what can I do about it?
- Graf Zahl
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Re: [ZDBSP 1.17] [UDMF] Impassable lines misbehaving
Get a lump management program and remove it.
- Project Shadowcat
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Re: [ZDBSP 1.17] [UDMF] Impassable lines misbehaving
... Well that's easy enough. Thank you.Graf Zahl wrote:Get a lump management program and remove it.