UDMF Node issues

Bugs that have been investigated and resolved somehow.

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RaveYard
Posts: 194
Joined: Fri Apr 12, 2013 10:51 am

UDMF Node issues

Post by RaveYard »

It seems whenever GZDoom Builder uses nodebuilder on my map there are some collision problems with walls. (i.e: I can walk thru this line at X:385 Y:1346)
When I delete the ZNODES inside the .wad, everything works just fine.
btw I use ZDBSP.

I tested this with Zandronum, GZDoom and ZDoom 2.7.1 ... all of those show that whenever I leave the ZNODES inside the .wad, the collision is messed up.
with ZDoom 2.5.0 I cannot launch the map at all (with or without ZNODES)

Download link for my map: (Textures not included)
https://www.dropbox.com/s/wj9sc3et0sqk4 ... 1.zip?dl=0

EDIT: The nodes are correctly building now, I don't know what caused it to work again. One hour ago it was broken!
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49226
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: UDMF Node issues

Post by Graf Zahl »

RaveYard wrote: btw I use ZDBSP.
Which version? There have been problems with UDMF in the past but they should be fixed by now.
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MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: UDMF Node issues

Post by MaxED »

I've looked into the issue (using gzdoom-g2.1.pre-188 and ZDBSP 1.18.1) and here are my findings:

1. The issue is there: I can walk through linedef 6223.
2. Nodes themseleves seem to be in working order (or at least I don't see anything wrong with them using GZDB's Nodes Viewer plugin).
Spoiler:
3. There are bunch of linedefs marked as double-sided when in reality they aren't.
Spoiler:
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49226
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: UDMF Node issues

Post by Graf Zahl »

It's the blockmap. I wonder how that ended up in the map.
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MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: UDMF Node issues

Post by MaxED »

To Graf: mkay, seems to be my fault after all... (BLOCKMAP lump was not removed when switching map fromat to UDMF in GZDB). Fixed in r2111: when switching to a different map format, all nodes with "nodebuild" property set to true in the "maplumpnames" block of current game configuration are now removed.

To RaveYard: you can fix your map by removing the BLOCKMAP lump in Slade 3.
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