[0.4.1] [SW] Wanton boss level HOM

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[0.4.1] [SW] Wanton boss level HOM

Postby sinisterseed » Mon Feb 10, 2020 4:08 am

A HOM can be observed on a window on the boss map of Wanton Destruction, no save needed here either, just warp and ditto - https://i.imgur.com/e4MtVMW.png
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sinisterseed
GZDoom RO Translator & Raze Tester
 
Joined: 05 Nov 2019
Twitch ID: sixhundredsixteen
Github ID: sinisterseed
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [0.4.1] [SW] Wanton boss level HOM

Postby Graf Zahl » Mon Feb 10, 2020 4:29 am

For all these display issues in SW it would really help me if you cross checked them with SWP, SW Redux and VoidSW so that I know where to look. Is this a problem with Raze or a problem with one particular line of ports?
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Graf Zahl
Lead GZDoom+Raze Developer
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Re: [0.4.1] [SW] Wanton boss level HOM

Postby sinisterseed » Mon Feb 10, 2020 4:56 am

All of them exhibit the same behavior by the looks of it.
Last edited by sinisterseed on Mon Feb 10, 2020 6:42 am, edited 1 time in total.
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sinisterseed
GZDoom RO Translator & Raze Tester
 
Joined: 05 Nov 2019
Twitch ID: sixhundredsixteen
Github ID: sinisterseed
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [0.4.1] [SW] Wanton boss level HOM

Postby Graf Zahl » Mon Feb 10, 2020 5:02 am

It looks like Polymost is not well equipped to deal with SW's portals. One more reason to get back to the drawing board with the renderer.
I'm putting this one on hold then, because any time invested in fixing Polymost bugs will only delay a new renderer.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: [0.4.1] [SW] Wanton boss level HOM

Postby sinisterseed » Mon Feb 10, 2020 6:41 am

It's probably Polymost being Polymost.

This kind of error isn't specific to SW, I've seen it before in GDX and NBlood in various Blood community mods. It's just not a great render overall I guess.
Last edited by sinisterseed on Mon Feb 10, 2020 7:03 am, edited 1 time in total.
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sinisterseed
GZDoom RO Translator & Raze Tester
 
Joined: 05 Nov 2019
Twitch ID: sixhundredsixteen
Github ID: sinisterseed
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [0.4.1] [SW] Wanton boss level HOM

Postby Graf Zahl » Mon Feb 10, 2020 6:51 am

The main problem is not that Polymost is Polymost but that the portal features in these games are hacks. Nobody has ever seriously tried to write a renderer that can handle such portals natively - they all rely on the game code to do it - and as we see, that's a losing proposition. In my opinion the only way to fix it is to handle these as real portals, i.e. the renderer decides when discovering such a setup that it needs to create a portal on the ceiling/floor of such a sector.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
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