_mental_ wrote:Sad that even in the latest version the problem with missing polygons in GZDoom (using OpenGL renderer) wasn't fixed.Spoiler: Complete nodebuilder log with warningsEvery Unclosed subsector ... warning is a potential problem for hardware renderer. Some of them are probably invisible to player, some are noticeable for sure, like on E4M1.
ImpieTwo, do you need help with fixing this? Sorry for bothering if the issue is ignored intentionally.
ImpieTwo wrote:I never found a fix for this that actually worked. I myself have been unable to produce the bug on any source port, so I'm not sure what to do about it.
gzdoom.exe -nomonsters -iwad doom.wad -file strangeaeonsv531.pk3 +map e4m1 +warp 420 320
gzdoom.exe -nomonsters -iwad doom.wad -file strangeaeonsv531.pk3 +map e4m1 +warp 1400 2900
ImpieTwo wrote:So how do I adjust the vertexes exactly? I tried shifting them around before to no avail, according to my tester. Do I just drag them 'til their coordinates are a certain number?
Spoiler: Here is the guide
JackGruff wrote:How are you suppose to open this?
https://dl.dropboxusercontent.com/u/41236265/forum%20thread%2020160517/Screenshot_Doom_20160517_164713.png
_mental_ wrote:EDIT: As a side note I'm really curious why did you put music with maps into the single shudmaps.wad file? You are constantly saving the same but useless ~50 MB while editing a map.
Spoiler:
ImpieTwo wrote:If you could run the test for me again to see if I missed any, I'd greatly appreciate it.
Compilers\Nodebuilders\zdbsp.exe -w full\path\to\shudmaps.wad
Spoiler: Here is the results
Spoiler:
_mental_ wrote:Here is the guide.
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