HOM in extreme slopes.

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: HOM in extreme slopes.

Re: HOM in extreme slopes.

by Edward-san » Wed Apr 17, 2013 1:46 am

there's an useless hunk of commit in p_interaction.cpp:

Code: Select all

-                                       realthis->health = realgibhealth -1; // if morphed was gibbed, so must original be (where allowed)
+                                       realthis->health = realgibhealth -1; // if morphed was gibbed, so must original be (where allowed)l

Re: HOM in extreme slopes.

by randi » Tue Apr 16, 2013 7:32 pm

Fixed in r4220.

Re: HOM in extreme slopes.

by Kappes Buur » Sun Aug 12, 2012 2:54 am

Well, not exactly a HOM, more expected rendering when F_SKY1 is used for a ceiling.
Change F_SKY1 to a proper ceiling texture and the map will be rendered without the sky bleed-through.

HOM in extreme slopes.

by Tosen » Mon Aug 06, 2012 3:26 pm

When you get steep slopes and you step back far enough, you will notice that the slopes dissapear and turn into HOMs.

This is best viewed in ZDwars map 27, which I have shoddily ripped a base from so you can observe the HOM effect for yourselves (aside from the other homs since i was too lazy to retexture the base once I ripped it.)

This was fixed in GZdooms OpenGL renderer in version 1.6.0, but ZDoom's software renderer still carries this issue.

A Picture of this Error in OpenGL on Skulltag, but in Zdoom instead of dissapearing they turn into HOMs.
Image

Link to example wad, only pay attention the slopes.
https://dl.dropbox.com/u/86298151/WhyWe ... Things.wad

Top