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

PostPosted: Tue Jun 26, 2018 12:06 am
by Ninlhil
Many thanks Ozy. Worked perfectly. Apologies for Necromancing a problem, I just couldn't find a solution.

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

PostPosted: Thu Jun 28, 2018 12:40 pm
by Ozymandias81
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:

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

PostPosted: Sun Jul 22, 2018 1:48 pm
by Graf Zahl
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.

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

PostPosted: Sun Jul 22, 2018 3:25 pm
by Rachael
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.

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

PostPosted: Mon Jul 23, 2018 7:38 pm
by Ozymandias81
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

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

PostPosted: Wed Jul 25, 2018 7:28 pm
by Rachael
gl_no_skyclear should be "true", I believe it is the default when starting GZDoom from scratch.

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

PostPosted: Wed Jul 25, 2018 7:32 pm
by phantombeta
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)

:|

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

PostPosted: Wed Jul 25, 2018 7:37 pm
by Rachael
My bad, then. Somehow, mine has always been "true" - so I don't know what happened here.

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

PostPosted: Thu Jul 26, 2018 4:25 am
by Graf Zahl
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.

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

PostPosted: Thu Jul 26, 2018 6:47 am
by Ozymandias81
Thank you kindly everybody, we consider this addressed and will point out mappers about what to do :3:

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

PostPosted: Mon Sep 03, 2018 11:25 am
by QuakedoomNukem Cz
GGGManlives just released a new Mod Corner, focusing on this mod:

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

PostPosted: Mon Sep 03, 2018 1:52 pm
by Tormentor667
Very good review :)

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

PostPosted: Mon Sep 03, 2018 8:54 pm
by Retraux Squid
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.

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

PostPosted: Tue Sep 04, 2018 12:31 am
by Tormentor667
Thats reasonable

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

PostPosted: Wed Dec 26, 2018 10:01 am
by Tormentor667
Finally we are back on track. Check the first screenshots of the military base before Castle Wolfenstein

Entrance to the bunkers from where you will be able to enter Castle Wolfenstein


Castle Wolfenstein in the background is not only a canvas, it's sectors


The crashed airship in the snowy forest