[Blade of Agony] Tank Battlefield Screens! | p161

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Ninlhil » Tue Jun 26, 2018 12:06 am

Many thanks Ozy. Worked perfectly. Apologies for Necromancing a problem, I just couldn't find a solution.
Ninlhil
 
Joined: 02 Mar 2015

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Ozymandias81 » Thu Jun 28, 2018 12:40 pm

Solid_Beard wrote:Hey, I recently replaying BOA and I ecounter a bug in the game. While I was killing an Engineer with the shovel in Operation Paris (Not sure if this happens in the other levels that include engineer's) the game crashes. Is this happen to everybody ?

That was an old problem with Chaper 2 gzdoom version (if I remember correctly), so try playing with most recent build of GZDoom (official one is better, but didn't try with C2 release), but don't expect your saves being compatible though.

Ninlhil wrote:Many thanks Ozy. Worked perfectly. Apologies for Necromancing a problem, I just couldn't find a solution.

No worries man, this thread is here even for these reasons. You are welcome :wink:
User avatar
Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Graf Zahl » Sun Jul 22, 2018 1:48 pm

I just noticed that the skybox in C3M3 is not showing properly in recent builds.
Checking out the setup it is actually a mapping bug that just got hidden by some processing quirk in the engine and some change I made removed that quirk so now the skybox looks broken.
This sector has sky ceiling and floor and untextured walls. Those untextured walls do NOT automatically get substituted by sky. This only works if the skybox is drawn into the empty background and there is no guarantee that this happens.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Rachael » Sun Jul 22, 2018 3:25 pm

It's better to use Line_Horizon for walls which are intended to show the sky. I've noticed this is pretty common in R667 maps - it seems like they do mapping with "gl_no_skyclear" set to false, which gives the illusion that this mapping trick works when it really doesn't.
User avatar
Rachael
QZDoom + Webmaster
 
Joined: 13 Jan 2004

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Ozymandias81 » Mon Jul 23, 2018 7:38 pm

Graf Zahl wrote:I just noticed that the skybox in C3M3 is not showing properly in recent builds.
Checking out the setup it is actually a mapping bug that just got hidden by some processing quirk in the engine and some change I made removed that quirk so now the skybox looks broken.
This sector has sky ceiling and floor and untextured walls. Those untextured walls do NOT automatically get substituted by sky. This only works if the skybox is drawn into the empty background and there is no guarantee that this happens.

While I didn't do such map (which is now C3M3_A and #_B splitted), I have noticed that these tricks have been used on several projects, if I recall correctly.
So where this effect exactly looks broken? I know there is a script that moves the skybox camera to follow the player, in order to give the illusion to have the sky always "centered" on its original position due to line portals, which instead we could see lightbeams and smoke "going far away" from where they should be when we change the sector.

Rachael wrote:It's better to use Line_Horizon for walls which are intended to show the sky. I've noticed this is pretty common in R667 maps - it seems like they do mapping with "gl_no_skyclear" set to false, which gives the illusion that this mapping trick works when it really doesn't.

The gl_no_skyclear option has always been set to "false" in any builds of GZDoom on my end, so what should we do now? Do I have to assume that the cvar has been changed recently to "true"? I am saying this because I have never touched that cvar, which also means that my GZDoom builds always had such cvar set as false. What am I missing there now?
Here you are screenshots showing up what you have stated btw: https://imgur.com/a/0R37UpP
Last edited by Ozymandias81 on Thu Jul 26, 2018 6:48 am, edited 1 time in total.
User avatar
Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Rachael » Wed Jul 25, 2018 7:28 pm

gl_no_skyclear should be "true", I believe it is the default when starting GZDoom from scratch.
User avatar
Rachael
QZDoom + Webmaster
 
Joined: 13 Jan 2004

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby phantombeta » Wed Jul 25, 2018 7:32 pm

Rachael wrote:gl_no_skyclear should be "true", I believe it is the default when starting GZDoom from scratch.

I've never touched that CVar and it's false for me too.

Edit: And looking in the source code, uh...
Code: Select allExpand view
CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)

:|
User avatar
phantombeta
In the meadow of sinful thoughts, every flower's a perfect one
 
Joined: 02 May 2013
Location: The United Soviet Socialist Dictatorship of Hueland
Discord: phantombeta#2461
Twitch ID: phantombeta_

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Rachael » Wed Jul 25, 2018 7:37 pm

My bad, then. Somehow, mine has always been "true" - so I don't know what happened here.
User avatar
Rachael
QZDoom + Webmaster
 
Joined: 13 Jan 2004

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Graf Zahl » Thu Jul 26, 2018 4:25 am

gl_no_skyclear is mainly a debug option.
The problem with this bug is that with this set to false it doesn't work by design, but as a side effect of how the engine implements rendering of the first skybox without a stencil. There's absolutely no guarantee that this will remain so in the future. Maybe some hardware comes along where this cannot be done and the stencil is needed. I don't know if this is possible but it should be clear that you should not rely on such undefined behavior. Marking the outer lines of a pure sky sector with Line_Horizon is fine. Since both floor and ceiling are sky, there will be no costly overhead. It would be different if the floor was a regular flat. (especially on this map...)

BTW, in Sapphire the same problem could be observed in at least one place.

If you want to make sure that there's no lingering bugs with incompletely set up portals, set it to true, because that will skip the cheap path that may hide mapping bugs.
Obviously this is set to false for best performance by default.

I noticed the bug because due to a programming error the cheap path was never triggered at all.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Ozymandias81 » Thu Jul 26, 2018 6:47 am

Thank you kindly everybody, we consider this addressed and will point out mappers about what to do :3:
User avatar
Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby QuakedoomNukem Cz » Mon Sep 03, 2018 11:25 am

GGGManlives just released a new Mod Corner, focusing on this mod:
User avatar
QuakedoomNukem Cz
Grammar Nazi and Graphics Whore with a kind heart.
 
Joined: 30 Nov 2015
Location: Smržovka; Czech Republic
Discord: #2091

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Tormentor667 » Mon Sep 03, 2018 1:52 pm

Very good review :)
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Retraux Squid » Mon Sep 03, 2018 8:54 pm

Cool mod, but you can't kill the dogs having sex in the Hundehutte in Operation: Exodus, unlike all other dogs in the game.

I rate it a 5/10 for that reason.
User avatar
Retraux Squid
A_PosAttack
 
Joined: 13 Aug 2016
Location: E1M1

Re: [Blade of Agony] Tank Battlefield Screens! | p161

Postby Tormentor667 » Tue Sep 04, 2018 12:31 am

Thats reasonable
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Previous

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: Ahrefs [Bot], penguin, Semrush [Bot] and 3 guests