[3709 Mac] ZPack E2M3: checkerboard portal

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Expand view Topic review: [3709 Mac] ZPack E2M3: checkerboard portal

Re: [3709 Mac] ZPack E2M3: checkerboard portal

by Graf Zahl » Fri Jul 01, 2016 5:06 am

I am not surprised.

First, the checkerboard texture appears because this map defines no proper sky and the current devbuilds do not process skyboxes. This is a known bug that's already reported.

The portal does not disappear anymore because a few months ago I refactored the portal data so that it no longer depends on actors in the map - these were creating problems with portal links during savegame restore. Portals are now static once the stacked sector things have been processed - just like they always have been in GZDoom from the start. The things remain in the map for compatibility, but they no longer have an effect on the actual portal.

Re: [3709 Mac] ZPack E2M3: checkerboard portal

by Hell Theatre » Fri Jul 01, 2016 5:00 am

Sorry for bumping but I'd rather ask here than creating a new thread.

Having just played this particular map I noticed that in the latest devbuilds the portal gets no longer removed - and the checkerboard texture is back for the sky, but not only here but everywhere in the map. Is this somehow related to this old bug?

Re: [3709 Mac] ZPack E2M3: checkerboard portal

by randi » Sat Apr 20, 2013 8:24 pm

Fixed in r4224, though it doesn't do anything about the broken assumption that vid_renderer can be used to detect when one is using software rendering.

Re: [3709 Mac] ZPack E2M3: checkerboard portal

by Graf Zahl » Sat Apr 20, 2013 5:21 pm

I meant removal of the skybox things.

It's true that checking vid_renderer is undefined but the action the script performs has definitely changed for the worse.

Re: [3709 Mac] ZPack E2M3: checkerboard portal

by Gez » Sat Apr 20, 2013 1:08 pm

Yes and no. ZDoom never recognized vid_renderer, so if you put ZDoom and GZDoom both in the same directory so they use the same config file, and used ZDoom for software renderer and GZDoom for hardware, then you had vid_renderer 1 in all cases.

Re: [3709 Mac] ZPack E2M3: checkerboard portal

by Graf Zahl » Sat Apr 20, 2013 12:42 pm

Of course it's 'Don't do that!' But it was doing what Tormentor expected in older versions.

Re: [3709 Mac] ZPack E2M3: checkerboard portal

by Project Shadowcat » Sat Apr 20, 2013 8:24 am

"Don't do that!"?

Re: [3709 Mac] ZPack E2M3: checkerboard portal

by Graf Zahl » Sat Apr 20, 2013 12:43 am

randi wrote: Run it with vid_renderer set to 1, and you get the portals. Run with it set to anything else (or undefined), and you don't. Except they're not completely removed, since removing them directly in an editor lets the sky draw properly.

Older versions of ZDoom drew the normal sky. It's quite obvious what this was for: There were portal problems with the software renderer.
Still, some very, very questionable stuff.

Re: [3709 Mac] ZPack E2M3: checkerboard portal

by esselfortium » Sat Apr 20, 2013 12:25 am

It's also worth noting that the entire problem could've almost certainly been avoided, without any visual difference at all from the released map, by building the portal with the intended source port's renderer in mind.

At least, um, I would assume that ZDoom was ZPack's intended source port. :|

Re: [3709 Mac] ZPack E2M3: checkerboard portal

by Kate » Fri Apr 19, 2013 11:59 pm

Nah, we should totally remove GetCVar, GetScreenWidth, GetScreenHeight, GetPlayerInfo, GetPlayerInput, and PlayerClass

Because they retrieve info about a user and that can potentially be used in an inappropriate way, and that means it needs to be completely removed because potentially abusable features by people that don't know what they're doing are totally heretical in every way.

...Right?

Also, Grade-A++ scripting by Tormentor667.

Re: [3709 Mac] ZPack E2M3: checkerboard portal

by Blzut3 » Fri Apr 19, 2013 11:11 pm

And once again we see why user-agent renderer sniffing is bad.

Perhaps calling GetCVar with vid_renderer should print a warning?

Re: [3709 Mac] ZPack E2M3: checkerboard portal

by edward850 » Fri Apr 19, 2013 11:00 pm

Image
Well that's a very questionable use of GetCVar. So what would this be then? "Absurdly removing portal things makes stuff go nuts"?

Re: [3709 Mac] ZPack E2M3: checkerboard portal

by randi » Fri Apr 19, 2013 10:36 pm

So, did anybody else notice this lovely bit of scripting in the map:

Code: Select all

//Remove Portals
script 556 OPEN
{
    if(GetCVar("vid_renderer") == 1)
    {
    delay(1);
    }    
    else
    {
    thing_remove(40);
    thing_remove(10);
    } 
} 
Run it with vid_renderer set to 1, and you get the portals. Run with it set to anything else (or undefined), and you don't. Except they're not completely removed, since removing them directly in an editor lets the sky draw properly.

Re: [3709 Mac] ZPack E2M3: checkerboard portal

by hfc2x » Sun Mar 10, 2013 6:14 pm

Lars2500 wrote:To add even more confusion: With a freshly installed copy of v2.2.0
Same here:
Spoiler:

Re: [3709 Mac] ZPack E2M3: checkerboard portal

by Lars2500 » Sat Mar 09, 2013 5:21 pm

Graf Zahl wrote:I just checked this with 2.2.0 which was the current version at the time of release. With that it all works fine - except of the bugs in the portal setup, of course.
To add even more confusion: With a freshly installed copy of v2.2.0 (http://zdoom.org/files/zdoom/2.2/zdoom-2.2.0.zip) the portal does NOT work for me. I do not get the checkerboard but not the portal, either - just the normal skybox.
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