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!
UDMF Node issues
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- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49226
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: UDMF Node issues
Which version? There have been problems with UDMF in the past but they should be fixed by now.RaveYard wrote: btw I use ZDBSP.
Re: UDMF Node issues
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).
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:
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49226
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: UDMF Node issues
It's the blockmap. I wonder how that ended up in the map.
Re: UDMF Node issues
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.
To RaveYard: you can fix your map by removing the BLOCKMAP lump in Slade 3.