What's wrong in this map?
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What's wrong in this map?
Look at this map:
http://rapidshare.de/files/24767997/bighallbug.wad.html
There's some lines behind secret doors that insists to appear in automap, even before open the doors.
Is it a bug in zdoom, in zdbsp or in the map?
http://rapidshare.de/files/24767997/bighallbug.wad.html
There's some lines behind secret doors that insists to appear in automap, even before open the doors.
Is it a bug in zdoom, in zdbsp or in the map?
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
As I said: Any line that passes the clipper for rendering becomes visible on the automap and sometimes, due to imprecisions there are false positives. With Doom's renderer it is almost unavoidable and with GZDoom which uses considerably higher clipping precision (as needed for hardware rendering) does exhibit these erros much more frequently. But I don't know whether it can be avoided with reasonable effort.
Fixed.
But why, oh why, did you have to use rapidshare for a 21 KB file? I had to spend an hour and a half waiting in line to get it, when I could have had it right away if you had attached it to your post.
But why, oh why, did you have to use rapidshare for a 21 KB file? I had to spend an hour and a half waiting in line to get it, when I could have had it right away if you had attached it to your post.
Eh? Doom's renderer uses pixel-perfect clipping for walls to get zero overdraw. The problem here was that even though the back sectors were closed, they were between the floor and ceiling of the front sector, so the walls didn't get added to the solid clip list, apparently a bug I introduced when I rewrote the renderer for slopes, since it displays fine in 1.22.Graf Zahl wrote:sometimes, due to imprecisions there are false positives. With Doom's renderer it is almost unavoidable
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place