3D floors ... again (impossible comes true)

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Enjay
 
 
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Re: 3D floors ... again (impossible comes true)

Post by Enjay »

It seems to be working pretty nicely too. For those who want to try it, there is a build of r3125 on the DRD server:

http://svn.drdteam.org/zdoom/

I tried the Inca HQ level myself and the lowest frame rate I got was 12 (standing in front of the house): slow but not totally unplayable. Most of the time, however, for me the frame rate was between 20 and 40 when in and around the house and, of course, as soon as the house was out of view, the frame rate jumped considerably (to around 140-150 fps). So, yeah, that level does have a significant impact on the frame rate. However, its not really playable in Zdoom anyway what with all the models and sloped 3D floors gone but it's an interesting thing to check anyway. A level made explicitly for Zdoom (rather than GZDoom) will be able to make much more effective use of 3D floors in its intended port.
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Re: 3D floors ... again (impossible comes true)

Post by phi108 »

This works very well, great work!

But I have found one crash prone area in ZPortal map03. (This section needs you to look higher than ZDoom allows, so I just used the fly cheat) There are many floors stacked so you have to zigzag up to press a button at the top to open a door at the bottom. It crashes for me either randomly while moving, or when I press the top button, or open the console, or change from windowed to fullscreen. Below is that section of map I cut out and zipped (Map03), and a crashlog I got while changing to fullscreen with this map fragment.

There is also some rendering oddity around the lowest 3D floor. Maybe this setup is just pushing the ZDoom 3D floor limits (and it's obviously meant for GZDoom's full freelooking).
Attachments
3dzport.zip
Section of ZPortal Map03
(41.83 KiB) Downloaded 140 times
CrashReport.zip
Crash when using alt-enter to go to fullscreen
(17.64 KiB) Downloaded 120 times
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Graf Zahl
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Re: 3D floors ... again (impossible comes true)

Post by Graf Zahl »

The 3D floor code doesn't like something about this map. It corrupts the memory somehow which unfortunately crashes long after the fact and is not easy to track down.
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Re: 3D floors ... again (impossible comes true)

Post by koverhbarc »

Graf Zahl wrote:Merged back into the trunk. Now let's see some maps using these 3D floors. ;)
That would be more likely, I'd think, if a 2.6.0 distribution is made soon.
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Re: 3D floors ... again (impossible comes true)

Post by Edward-san »

no, please. Moar fixes, moar better!
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Re: 3D floors ... again (impossible comes true)

Post by Graf Zahl »

There's 2 things that need to be resolved before 2.6.0, unfortunately both tasks for Randy.

There's one 3D floor problem as reported by phi108 above and the nodebuilder hang with one map in ZPack.
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Re: 3D floors ... again (impossible comes true)

Post by Blzut3 »

Minor problem: The textures for the 3D floor are determined by the model sector not by the pointer in the planeref structure, which right now is causing the floor texture to be rendered on the ceiling in the Doom 64 branch.
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Re: 3D floors ... again (impossible comes true)

Post by DooMAD »

Tried stress-testing it with my highly abusive 3D floor rape map. It didn't fare too badly for the most part, averaging at least 20-30 FPS for the bulk of the 3D areas. But I did get it down to 5 FPS in a few places, heh. Very nice work, though.
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Re: 3D floors ... again (impossible comes true)

Post by Amuscaria »

DooMAD wrote:Tried stress-testing it with my highly abusive 3D floor rape map. It didn't fare too badly for the most part, averaging at least 20-30 FPS for the bulk of the 3D areas. But I did get it down to 5 FPS in a few places, heh. Very nice work, though.
Good lawd :shock:
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Re: 3D floors ... again (impossible comes true)

Post by Tormentor667 »

*want to play*
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Re: 3D floors ... again (impossible comes true)

Post by VGA »

DooMAD wrote:Tried stress-testing it with my highly abusive 3D floor rape map. It didn't fare too badly for the most part, averaging at least 20-30 FPS for the bulk of the 3D areas. But I did get it down to 5 FPS in a few places, heh. Very nice work, though.
Lol. Link ?
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Re: 3D floors ... again (impossible comes true)

Post by StrikerMan780 »

I've been seeing some interesting changes in the 3DFloors3 branch, can someone explain to me what is going on in particular with that branch? Optimization? Sloped 3D Floors? Rendering Fixes? All three?
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Re: 3D floors ... again (impossible comes true)

Post by Gez »

Basically all three. The idea is to have a more robust method, so as to fix stuff like this.
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Re: 3D floors ... again (impossible comes true)

Post by Sodaholic »

Graf Zahl wrote:unfortunately both tasks for Randy.
Just curious, why is Randy the only one who can handle this?
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Re: 3D floors ... again (impossible comes true)

Post by NeuralStunner »

Sodaholic wrote:Just curious, why is Randy the only one who can handle this?
Because Graf loks at the software renderer code and nearly suffers sensory shutdown? :P
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