[Wolfenstein: Blade of Agony] v3.1 released (p204)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
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Re: [Blade of Agony] Tank Battlefield Screens! | p161
Many thanks Ozy. Worked perfectly. Apologies for Necromancing a problem, I just couldn't find a solution.
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Re: [Blade of Agony] Tank Battlefield Screens! | p161
That was an old problem with Chaper 2 gzdoom version (if I remember correctly), so try playing with most recent build of GZDoom (official one is better, but didn't try with C2 release), but don't expect your saves being compatible though.Solid_Beard wrote:Hey, I recently replaying BOA and I ecounter a bug in the game. While I was killing an Engineer with the shovel in Operation Paris (Not sure if this happens in the other levels that include engineer's) the game crashes. Is this happen to everybody ?
No worries man, this thread is here even for these reasons. You are welcomeNinlhil wrote:Many thanks Ozy. Worked perfectly. Apologies for Necromancing a problem, I just couldn't find a solution.
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Re: [Blade of Agony] Tank Battlefield Screens! | p161
I just noticed that the skybox in C3M3 is not showing properly in recent builds.
Checking out the setup it is actually a mapping bug that just got hidden by some processing quirk in the engine and some change I made removed that quirk so now the skybox looks broken.
This sector has sky ceiling and floor and untextured walls. Those untextured walls do NOT automatically get substituted by sky. This only works if the skybox is drawn into the empty background and there is no guarantee that this happens.
Checking out the setup it is actually a mapping bug that just got hidden by some processing quirk in the engine and some change I made removed that quirk so now the skybox looks broken.
This sector has sky ceiling and floor and untextured walls. Those untextured walls do NOT automatically get substituted by sky. This only works if the skybox is drawn into the empty background and there is no guarantee that this happens.
Re: [Blade of Agony] Tank Battlefield Screens! | p161
It's better to use Line_Horizon for walls which are intended to show the sky. I've noticed this is pretty common in R667 maps - it seems like they do mapping with "gl_no_skyclear" set to false, which gives the illusion that this mapping trick works when it really doesn't.
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Re: [Blade of Agony] Tank Battlefield Screens! | p161
While I didn't do such map (which is now C3M3_A and #_B splitted), I have noticed that these tricks have been used on several projects, if I recall correctly.Graf Zahl wrote:I just noticed that the skybox in C3M3 is not showing properly in recent builds.
Checking out the setup it is actually a mapping bug that just got hidden by some processing quirk in the engine and some change I made removed that quirk so now the skybox looks broken.
This sector has sky ceiling and floor and untextured walls. Those untextured walls do NOT automatically get substituted by sky. This only works if the skybox is drawn into the empty background and there is no guarantee that this happens.
So where this effect exactly looks broken? I know there is a script that moves the skybox camera to follow the player, in order to give the illusion to have the sky always "centered" on its original position due to line portals, which instead we could see lightbeams and smoke "going far away" from where they should be when we change the sector.
The gl_no_skyclear option has always been set to "false" in any builds of GZDoom on my end, so what should we do now? Do I have to assume that the cvar has been changed recently to "true"? I am saying this because I have never touched that cvar, which also means that my GZDoom builds always had such cvar set as false. What am I missing there now?Rachael wrote:It's better to use Line_Horizon for walls which are intended to show the sky. I've noticed this is pretty common in R667 maps - it seems like they do mapping with "gl_no_skyclear" set to false, which gives the illusion that this mapping trick works when it really doesn't.
Here you are screenshots showing up what you have stated btw: https://imgur.com/a/0R37UpP
Last edited by Ozymandias81 on Thu Jul 26, 2018 5:48 am, edited 1 time in total.
Re: [Blade of Agony] Tank Battlefield Screens! | p161
gl_no_skyclear should be "true", I believe it is the default when starting GZDoom from scratch.
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Re: [Blade of Agony] Tank Battlefield Screens! | p161
I've never touched that CVar and it's false for me too.Rachael wrote:gl_no_skyclear should be "true", I believe it is the default when starting GZDoom from scratch.
Edit: And looking in the source code, uh...
Code: Select all
CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
Re: [Blade of Agony] Tank Battlefield Screens! | p161
My bad, then. Somehow, mine has always been "true" - so I don't know what happened here.
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Re: [Blade of Agony] Tank Battlefield Screens! | p161
gl_no_skyclear is mainly a debug option.
The problem with this bug is that with this set to false it doesn't work by design, but as a side effect of how the engine implements rendering of the first skybox without a stencil. There's absolutely no guarantee that this will remain so in the future. Maybe some hardware comes along where this cannot be done and the stencil is needed. I don't know if this is possible but it should be clear that you should not rely on such undefined behavior. Marking the outer lines of a pure sky sector with Line_Horizon is fine. Since both floor and ceiling are sky, there will be no costly overhead. It would be different if the floor was a regular flat. (especially on this map...)
BTW, in Sapphire the same problem could be observed in at least one place.
If you want to make sure that there's no lingering bugs with incompletely set up portals, set it to true, because that will skip the cheap path that may hide mapping bugs.
Obviously this is set to false for best performance by default.
I noticed the bug because due to a programming error the cheap path was never triggered at all.
The problem with this bug is that with this set to false it doesn't work by design, but as a side effect of how the engine implements rendering of the first skybox without a stencil. There's absolutely no guarantee that this will remain so in the future. Maybe some hardware comes along where this cannot be done and the stencil is needed. I don't know if this is possible but it should be clear that you should not rely on such undefined behavior. Marking the outer lines of a pure sky sector with Line_Horizon is fine. Since both floor and ceiling are sky, there will be no costly overhead. It would be different if the floor was a regular flat. (especially on this map...)
BTW, in Sapphire the same problem could be observed in at least one place.
If you want to make sure that there's no lingering bugs with incompletely set up portals, set it to true, because that will skip the cheap path that may hide mapping bugs.
Obviously this is set to false for best performance by default.
I noticed the bug because due to a programming error the cheap path was never triggered at all.
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Re: [Blade of Agony] Tank Battlefield Screens! | p161
Thank you kindly everybody, we consider this addressed and will point out mappers about what to do
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Re: [Blade of Agony] Tank Battlefield Screens! | p161
GGGManlives just released a new Mod Corner, focusing on this mod:
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Re: [Blade of Agony] Tank Battlefield Screens! | p161
Very good review
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Re: [Blade of Agony] Tank Battlefield Screens! | p161
Cool mod, but you can't kill the dogs having sex in the Hundehutte in Operation: Exodus, unlike all other dogs in the game.
I rate it a 5/10 for that reason.
I rate it a 5/10 for that reason.
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Re: [Blade of Agony] Tank Battlefield Screens! | p161
Thats reasonable
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