Master Levels garrison.wad rebuildnodes fix doesn't work

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Expand view Topic review: Master Levels garrison.wad rebuildnodes fix doesn't work

Re: Master Levels garrison.wad rebuildnodes fix doesn't work

by _mental_ » Wed Jun 14, 2017 7:26 am

Fixed in 5874d01.

Re: Master Levels garrison.wad rebuildnodes fix doesn't work

by Graf Zahl » Tue Jun 13, 2017 6:15 am

That code comes from a time when IWAD maps were not accessible to compatibility.txt. Obviously it should merge the mentioned flags in addition to anything explicitly specified - and maybe export the two Hexen maps to the external file.

Re: Master Levels garrison.wad rebuildnodes fix doesn't work

by _mental_ » Tue Jun 13, 2017 6:10 am

Force rebuild nodes flag is ignored because of these lines.
The condition is false when running Master Levels from PWAD and true otherwise.
Occasionally this didn't cause problems for IWAD maps before.

Re: Master Levels garrison.wad rebuildnodes fix doesn't work

by JPL » Mon Jun 12, 2017 10:28 am

Graf Zahl wrote:
JPL wrote: if I zip ml_map06.wad up in a pk3, it still works.
Zipping a WAD and putting a WAD into the maps/ subfolder are different things. It may be that compatibility handling for properly packaged maps is not working.
Hmm, to that end, when I zipped the wad in a pk3 with a maps/ subfolder, that also worked. That's especially strange because it's the same data, packaged in the same basic way (PK3 with a maps/ subfolder), just in a different file.

_mental_ wrote:Could you please post checksums for all WADs used to build doom_complete.pk3? I want to create the same IPK3 in order to reproduce the issue.
Okay, here you go:
Spoiler:
and, for comparison, my vanilla IWAD / retail data:
Spoiler:
Aside from the following exceptions, that data should be identical to what you get from the IWADs available on Steam/GoG/etc:
- E1M1 has a secret exit switch to E1M10.
- MAP02 has a secret exit switch to MAP33, which should make it identical to the version included with Doom 3 BFG Edition.
- Many TNT and Plutonia maps will have different checksums from the stock IWADs because I modify some texture references in them to avoid conflicts with Doom2 texture definitions.

Re: Master Levels garrison.wad rebuildnodes fix doesn't work

by Graf Zahl » Mon Jun 12, 2017 5:52 am

JPL wrote: if I zip ml_map06.wad up in a pk3, it still works.
Zipping a WAD and putting a WAD into the maps/ subfolder are different things. It may be that compatibility handling for properly packaged maps is not working.

Re: Master Levels garrison.wad rebuildnodes fix doesn't work

by _mental_ » Mon Jun 12, 2017 5:32 am

Could you please post checksums for all WADs used to build doom_complete.pk3? I want to create the same IPK3 in order to reproduce the issue.

Re: Master Levels garrison.wad rebuildnodes fix doesn't work

by JPL » Mon Jun 12, 2017 4:54 am

Okay, this is strange. I'm playing it from my WadSmoosh'd doom_complete.pk3, but the mapchecksums are identical (and match what's in compatibility.txt), and the ml_map06.wad file is byte-for-byte indentical with my original GARRISON.WAD. I've set "cache nodes" to OFF in the misc options menu. All the other compatibility.txt fixes work on my IWAD maps, including the Master Levels ones in the PR I submitted an hour ago. Garrison is the only fix that uses "rebuildnodes" though.

When I run the original WAD, or even ml_map06.wad directly, and load into MAP01, the fix works. When I load it from within the PK3 IWAD, it doesn't. I wondered if it was a PK3 vs WAD thing, but no if I zip ml_map06.wad up in a pk3, it still works.

I'm running the latest GZDoom from git master branch, in 64-bit Arch Linux.

Re: Master Levels garrison.wad rebuildnodes fix doesn't work

by _mental_ » Mon Jun 12, 2017 2:17 am

Works fine for me.

This might be caused by somehow broken GL nodes stored in ~/.config/zdoom/cache directory.
What's the target/configuration you are using?

Re: Master Levels garrison.wad rebuildnodes fix doesn't work

by JPL » Sun Jun 11, 2017 3:28 pm

Graf Zahl wrote:Can you compare the map's checksum? You can use the 'mapchecksum' CCMD for that.
Yes, I definitely confirmed that the map's checksum is 65A1EB4C87386F290816660A52932FF1 as defined in the file.

Re: Master Levels garrison.wad rebuildnodes fix doesn't work

by Graf Zahl » Sun Jun 11, 2017 3:24 pm

Can you compare the map's checksum? You can use the 'mapchecksum' CCMD for that.

Master Levels garrison.wad rebuildnodes fix doesn't work

by JPL » Sun Jun 11, 2017 3:14 pm

I noticed there's a line in compatibility.txt about this, but was playing Garrison.wad just now and found myself stuck in the floor after getting the red key, which that fix is supposed to prevent. No idea when this could have broken. Happens 100% of the time for me.

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