[a54e89] [Duke] Vengeance of the Screen Spasm

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Expand view Topic review: [a54e89] [Duke] Vengeance of the Screen Spasm

Re: [a54e89] [Duke] Vengeance of the Screen Spasm

by mjr4077au » Sat Jun 13, 2020 4:05 pm

Yeah that all makes 100% sense, thank you for explaining it to me 😁

Re: [a54e89] [Duke] Vengeance of the Screen Spasm

by Graf Zahl » Sat Jun 13, 2020 10:01 am

Have you noticed how long it took to set everything up to work together - and the amount of failed attempts? As a first step I had to get it to work and then gradually add more of GZDoom. Remember: I wrote the interim render interface at a time when there was no GZDoom backend code at all in Raze and everything still used SDL and the ancient JFDuke interface code.
That may sound like a detour but sometimes it is necessary to use temporary solutions to be able to continue. It's the same with the menu. When I added that. ZScript was not an option so I had to work around this by going back to the last native version of GZDoom's menu. This code will be replaced as well eventually.

Re: [a54e89] [Duke] Vengeance of the Screen Spasm

by mjr4077au » Sat Jun 13, 2020 6:45 am

Graf Zahl wrote:With this being addressed, I'd say things look quite nice one day after the transition. :)
I definitely agree, things feel pretty solid at the moment.

If I may ask, why the transitional backend prior to just getting it straight on there? Seems like double handling but I'm sure there were good reasons?

Re: [a54e89] [Duke] Vengeance of the Screen Spasm

by Graf Zahl » Fri Jun 12, 2020 3:09 pm

The effect was pretty obvious - nothing got rendered anymore so old leftover content was displayed.
This was actually easier to find with Blood where it only happened when voxels were visible.

Re: [a54e89] [Duke] Vengeance of the Screen Spasm

by sinisterseed » Fri Jun 12, 2020 3:02 pm

Indeed, this was actually all this spasm took? Not half bad.

Hopefully it's gone for good now, because even before the transition it was possible to experience it when bumping into walls under certain conditions. Teamwork does wonders anyway ;).

Re: [a54e89] [Duke] Vengeance of the Screen Spasm

by Graf Zahl » Fri Jun 12, 2020 2:35 pm

Fixed. It was caused by some inappropriate render state caching in the draw list for the 3D display..

With this being addressed, I'd say things look quite nice one day after the transition. :)

Re: [a54e89] [Duke] Vengeance of the Screen Spasm

by Graf Zahl » Fri Jun 12, 2020 1:10 pm

So far I've seen this in 3 different places, the one in Duke Vacation is the best one for testing.
The other places are some hidden corner in WW2GI's first map and near the yellow key in Duke's E1L2.

Re: [a54e89] [Duke] Vengeance of the Screen Spasm

by sinisterseed » Fri Jun 12, 2020 4:04 am

Already got another update here, this is A LOT worse now when water is involved. This is what happens on E1L4 - https://youtu.be/NCJ28GpVfzg

Massive spasm occurs when standing on the starting teleporter of E2L5 as well. It can also be observed when warping between levels and the loading screen stays for a little longer on the screen instead of 0.01 seconds.

[a54e89] [Duke] Vengeance of the Screen Spasm

by sinisterseed » Fri Jun 12, 2020 3:48 am

This is somewhat an old issue, but after the recent changes it has become a lot more pronounced - and a lot more frequent.

Bumping into various walls make the render shit the bed it seems. It can also be triggered when enemies push you around into corners/walls and vice versa, but it is more difficult to trigger it that way. I tried to show that instance too but didn't have much luck with it, I've only managed to demonstrate it when bumping into various walls - https://youtu.be/7RbUFi3MeQw

Another issue, seems to be related to the cheats. I had to type "give all" twice for it to take effect, and off-screen I've had the same issue happening with god mode, multiple times no less. I've also noticed that the console doesn't update in real time when I enter the cheats.

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