[Fixed] TUTNT ceiling flat issue

Bugs that have been investigated and resolved somehow.

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TUTNT ceiling flat issue

Postby Blue Shadow » Sun Jan 27, 2019 10:37 am

Tested with: 3.7.2 (64-bit)
Test material: The Ultimate Torment & Torture

Spoiler: Start-up log


See those blue ceiling flats. They obviously shouldn't be visible.

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Re: TUTNT ceiling flat issue

Postby Graf Zahl » Sun Jan 27, 2019 10:57 am

Sigh... Remove some broken hack support and you can be sure to find maps that are made badly enough to require it...
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Re: TUTNT ceiling flat issue

Postby Graf Zahl » Tue Feb 05, 2019 9:12 am

This was fixed a few days ago.
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Re: TUTNT ceiling flat issue

Postby Caligari87 » Tue Feb 05, 2019 9:40 am

I'm just curious, what was the hack in this case and why is it a bad construction?

8-)
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Re: TUTNT ceiling flat issue

Postby Graf Zahl » Tue Feb 05, 2019 10:05 am

This was caused by a oversight in ZDoom's original stacked sector code. When building the visplanes it checked all the texture properties of two sectors and if identical merged them. But what it forgot was to check if a sector even had a portal! Remember, this stuff way quickly slapped together and even more quickly abandoned when it became clear that it wasn't going to work out that well.

As a result any sector that lies completely within a portal sector but has no portal itself but the same plane properties would be automatically merged into the portal. The GL renderer has no concept of visplanes so wouldn't do such a thing. I had some hacky workaround for this in the renderer but had to ultimately disable it for compatibility issues. I had known of only one map needing this (KDIZD's Z1M1, which I fixed in the map before the release) so I didn't consider this a needed fix. But this map ran into the same issue so I had to bring back that hacky fix in a less problematic reincarnation.
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Re: TUTNT ceiling flat issue

Postby Caligari87 » Tue Feb 05, 2019 10:48 am

I see, thanks for explaining!

8-)
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