"Perfect" Nodes with ZDBSP?

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

"Perfect" Nodes with ZDBSP?

Postby Xaser » Sun Jul 15, 2012 1:32 pm

I've once more found myself eye-to-eye with an old nemesis of mine: Node errors. Simply put, the nodes being built by ZDBSP are never as precise as the ones built internally by ZDoom with "gennodes 1" on, no matter what settings I try. Since they're exactly the same node builder, this -should- be possible, but I've never found the right settings. It was suggested in the past to build compressed nodes (-z option, I think), but that isn't cutting the mustard, either. I'm still getting slime trails and weirdo HOMs in some parts of the map, which "gennodes 1" eliminates without fail.

Thus, I'll re-ask the age-old question: How do you get ZDBSP to build nodes exactly how the ZDoom-embedded one does it?
User avatar
Xaser
secretly a supercomputer being a government
 
Joined: 20 Jul 2003
Location: .plɹoʍɹǝʌǝu.

Re: "Perfect" Nodes with ZDBSP?

Postby randi » Sun Jul 15, 2012 8:28 pm

ZDBSP's default options are identical to the ones "baked in" to the internal nodebuilder. As long as you aren't using a node format with 16-bit coordinates and you don't change any of the tuning parameters, they should be byte-for-byte identical. I've compared detailed debugging dumps from both to confirm this. The reason for this is if there's something wrong with the internal nodebuilder, it's a lot easier to debug it with ZDBSP instead of trying to do it from inside the game, but this only works because they build the same nodes.
User avatar
randi
Site Admin
 
Joined: 09 Jul 2003

Re: "Perfect" Nodes with ZDBSP?

Postby Xaser » Sun Jul 15, 2012 9:19 pm

That's not matching my experience at all. ZDCMP2 in particular is consistently exhibiting slime trails (related to sub-unit vertex precision in this case, I think) that are eliminated when the internal nodebuilder is used. I'm using the default settings. Something's got to be different, as this has always been the case as long as I've been using ZDBSP.
User avatar
Xaser
secretly a supercomputer being a government
 
Joined: 20 Jul 2003
Location: .plɹoʍɹǝʌǝu.

Re: "Perfect" Nodes with ZDBSP?

Postby NeuralStunner » Mon Jul 16, 2012 3:44 am

What's the command line? I've found that the parameters provided by DB2 leave a lot to be desired. (But then again, so does its "copy the EXE to the temp directory" method.) I don't even build in DB2 any more, I let it run on ZDoom's internal during testing, and build manually before releasing.

The options I use: -Xgrc (Extended, GL, Empy Reject, UDMF Comments)

I get great results from this.
User avatar
NeuralStunner
O'Neill with it.
 
Joined: 21 Jul 2009
Location: The Colonies

Re: "Perfect" Nodes with ZDBSP?

Postby Graf Zahl » Mon Jul 16, 2012 12:57 pm

Xaser wrote:That's not matching my experience at all. ZDCMP2 in particular is consistently exhibiting slime trails (related to sub-unit vertex precision in this case, I think) that are eliminated when the internal nodebuilder is used. I'm using the default settings. Something's got to be different, as this has always been the case as long as I've been using ZDBSP.



In what format do you save the nodes, extended or regular? Regular nodes do not have the sufficient vertex precision. You should always force extended nodes if you get problems like this.
User avatar
Graf Zahl
 
Joined: 19 Jul 2003
Location: Germany

Re: "Perfect" Nodes with ZDBSP?

Postby Xaser » Mon Jul 16, 2012 10:15 pm

I wish I could say extended nodes were fixing it for me, but still no dice.

I know it's not a great example because it's so huge, but the beta builds of ZDCMP2 exhibits this in a few areas, like so:
Image

Warp to the coordinates shown after generating the nodes internally, and it's not there. I haven't been able to oust this particular HOM (among others) at all using external ZDBSP.
User avatar
Xaser
secretly a supercomputer being a government
 
Joined: 20 Jul 2003
Location: .plɹoʍɹǝʌǝu.

Re: "Perfect" Nodes with ZDBSP?

Postby Enjay » Tue Jul 17, 2012 4:59 am

Xaser wrote:Warp to the coordinates shown...


Image

:?
User avatar
Enjay
The Force is strong with this one.
 
Joined: 15 Jul 2003
Location: Scotland

Re: "Perfect" Nodes with ZDBSP?

Postby Project Dark Fox » Tue Jul 17, 2012 5:02 am

Click the image, Nutjob Enjay... :P
User avatar
Project Dark Fox
Nightmare Fuel Station Attendant
 
Joined: 14 Jul 2005
Location: The Gutter

Re: "Perfect" Nodes with ZDBSP?

Postby Enjay » Tue Jul 17, 2012 5:04 am

Doh! :roll:

Thanks
User avatar
Enjay
The Force is strong with this one.
 
Joined: 15 Jul 2003
Location: Scotland

Re: "Perfect" Nodes with ZDBSP?

Postby Project Dark Fox » Tue Jul 17, 2012 5:09 am

Did the streaking through the cool air in Normandy get to your hea-- :shotty:
User avatar
Project Dark Fox
Nightmare Fuel Station Attendant
 
Joined: 14 Jul 2005
Location: The Gutter

Re: "Perfect" Nodes with ZDBSP?

Postby Enjay » Tue Jul 17, 2012 5:20 am

Could be. ;)

Anyway, I get the same results: internal node build = fine, external node build = not fine.

I tried a few different options but I couldn't get an external node build that removed the effect in the screenshot,

And, just in case it is important, ZDBSP reported the following on one of my tests:

Spoiler:
User avatar
Enjay
The Force is strong with this one.
 
Joined: 15 Jul 2003
Location: Scotland

Re: "Perfect" Nodes with ZDBSP?

Postby esselfortium » Tue Jul 17, 2012 2:39 pm

I've had this problem all over the place with SpaceDM9 and TSoZD. Before I found out that it could be fixed by forcing ZDoom to build nodes internally, I had to wiggle vertices around in all sorts of awful ways to try to avoid giant gaping sector holes.
User avatar
esselfortium
Take me on a blatant doom trip!
 
Joined: 19 Sep 2006

Re: "Perfect" Nodes with ZDBSP?

Postby Edward-san » Tue Jul 17, 2012 6:23 pm

what about a minimal test wad (remove useless sectors which aren't connected directly to the bad ones) which replicates the bad behavior?

[edit]my supposition is that zdbsp is missing some fixes which are in the zdoom internal nodebuilder...
Edward-san
Mathematics is the language with which God has written the universe. (Galilei)
 
Joined: 17 Oct 2009

Re: "Perfect" Nodes with ZDBSP?

Postby Gez » Tue Jul 17, 2012 6:36 pm

It's hard to make a minimal test map since deleting a single sector can result in entirely different nodes being built and the problem being moved away. Giant maps like ZDCMP2, on the other hand, are practically guaranteed to have the problem somewhere.
Gez
 
Joined: 06 Jul 2007

Re: "Perfect" Nodes with ZDBSP?

Postby Graf Zahl » Thu Jul 19, 2012 5:08 pm

What happens if you let ZDBSP create GL nodes?

If that works it may narrow down the place where things go wrong.
User avatar
Graf Zahl
 
Joined: 19 Jul 2003
Location: Germany


Return to General

Who is online

Users browsing this forum: PlayerLin and 2 guests