What's wrong in this map?

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Expand view Topic review: What's wrong in this map?

by Kirby » Wed Jul 12, 2006 7:19 pm

TheDarkArchon wrote:You can't attach WAD's directly to the board. ;)
That's why they invented zips :)

by TheDarkArchon » Mon Jul 10, 2006 2:14 pm

randy wrote: But why, oh why, did you have to use rapidshare for a 21 KB file? I had to spend an hour and a half waiting in line to get it, when I could have had it right away if you had attached it to your post. :mad:
You can't attach WAD's directly to the board. ;)

by Jack » Sun Jul 09, 2006 7:59 pm

randy wrote:But why, oh why, did you have to use rapidshare for a 21 KB file? I had to spend an hour and a half waiting in line to get it, when I could have had it right away if you had attached it to your post. :mad:

Excuse me, i didn' know that i could attach the file. Next time i'll do it

by randi » Sun Jul 09, 2006 2:10 pm

Fixed.

But why, oh why, did you have to use rapidshare for a 21 KB file? I had to spend an hour and a half waiting in line to get it, when I could have had it right away if you had attached it to your post. :mad:
Graf Zahl wrote:sometimes, due to imprecisions there are false positives. With Doom's renderer it is almost unavoidable
Eh? Doom's renderer uses pixel-perfect clipping for walls to get zero overdraw. The problem here was that even though the back sectors were closed, they were between the floor and ceiling of the front sector, so the walls didn't get added to the solid clip list, apparently a bug I introduced when I rewrote the renderer for slopes, since it displays fine in 1.22.

by Graf Zahl » Wed Jul 05, 2006 6:01 pm

Oh yes, KDIZD's micro-geometry will certainly increase the chance of this happening.

by Risen » Wed Jul 05, 2006 4:14 pm

Maybe it's just that I'm using the map more frequently than before and playing KDIZD maps, which I suspect would be more prone to these sort of imprecisions.

It does make the secrets significantly easier to find, however.

by Graf Zahl » Wed Jul 05, 2006 2:20 pm

no.

by Risen » Wed Jul 05, 2006 11:33 am

2.1 seems to be exhibiting the errors much more frequently than I remember before. Has something changed that would directly affect this?

by Graf Zahl » Wed Jul 05, 2006 10:43 am

As I said: Any line that passes the clipper for rendering becomes visible on the automap and sometimes, due to imprecisions there are false positives. With Doom's renderer it is almost unavoidable and with GZDoom which uses considerably higher clipping precision (as needed for hardware rendering) does exhibit these erros much more frequently. But I don't know whether it can be avoided with reasonable effort.

by Risen » Wed Jul 05, 2006 10:08 am

I've noticed this as well. Sometimes lines you haven't seen yet will be marked on the map. It only happens in front of you though. More testing should be done on this; there's definitely an issue here somewhere.

by Jack » Mon Jul 03, 2006 12:26 pm

Jim wrote:If it is acceptable for the lines to never be rendered
That's the problem. The lines should be rendered, but only in the right time. I've tried it, but I get an unpleasing effect after the doors opens

by Jim » Mon Jul 03, 2006 10:03 am

If it is acceptable for the lines to never be rendered (even after you have entered the secret sectors), then set the affected lines to be hidden.

by Jack » Mon Jul 03, 2006 9:47 am

For me it occours everytime, only in automap. Is there a trick to avoid this glitch?

by Graf Zahl » Mon Jul 03, 2006 1:46 am

I can't see anything wrong here. All lines that are not supposed to be shown aren't visible for me. But keep in mind that the automap shows every line that has been rendered at least once so the occasional glitch may happen. It's not a foolproof system.

What's wrong in this map?

by Jack » Sun Jul 02, 2006 3:10 pm

Look at this map:

http://rapidshare.de/files/24767997/bighallbug.wad.html

There's some lines behind secret doors that insists to appear in automap, even before open the doors.

Is it a bug in zdoom, in zdbsp or in the map?

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