
[ ZDBSP] UDMF maps keep doing this to me...
Moderator: GZDoom Developers
Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Re: UDMF maps keep doing this to me...
Here you go. It's map 4, obviously. The player start is directly in front of the culprit area. (By the way, I get the same exact problem when running this stripped-down version of it.
)

- Attachments
-
map4.rar
- hell worm map 4
- (7.03 KiB) Downloaded 54 times
- Project Shadowcat
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
- Contact:
Re: UDMF maps keep doing this to me...
There's HOM everywhere even in ZDoom. Though I'm certain you can make the area a little less complex, I think you broke ZDBSP dude. 
ED: You're using GZDoom. I say strip all of the sectors regarding light and stick an ambient light Thing or a few there at the window.

ED: You're using GZDoom. I say strip all of the sectors regarding light and stick an ambient light Thing or a few there at the window.
Re: UDMF maps keep doing this to me...
Yes, I get the same HOM.
I think you overdid the light-bleeding window.
I think you overdid the light-bleeding window.
Re: UDMF maps keep doing this to me...
Well, I do complex shit like that all over the place in some maps, and those are absolutely fine. 

- Project Shadowcat
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
- Contact:
Re: UDMF maps keep doing this to me...
"Shit happens?" Randy and Graf have both said that program isn't perfect.Ceeb wrote:Well, I do complex shit like that all over the place in some maps, and those are absolutely fine.
Last edited by Project Shadowcat on Fri Oct 02, 2009 6:35 pm, edited 1 time in total.
Re: UDMF maps keep doing this to me...
Try drawing over the sectors again. It could be human error, a bleeding sector.
I've done that more times than I can remember, and redoing the sector seems to fix it.
I've done that more times than I can remember, and redoing the sector seems to fix it.
- Project Shadowcat
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
- Contact:
Re: UDMF maps keep doing this to me...
I checked it in DB2, all of the sectors are fine.Sonnyboy wrote:Try drawing over the sectors again. It could be human error, a bleeding sector.
Re: UDMF maps keep doing this to me...
I guess I just need to tone down the light diffusion a bit. 

Re: UDMF maps keep doing this to me...
Perhaps not...
I was able to get rid of a lot of it by deleting some unneccesary vertices.
Curious...
I was able to get rid of a lot of it by deleting some unneccesary vertices.
Curious...

Re: UDMF maps keep doing this to me...
Well, I did away with the stairs and made it a regular hallway, kept the light diffusion, now it works.
Thanks for trying to help, y'all.
Thanks for trying to help, y'all.

Re: UDMF maps keep doing this to me...
I'm not to familiar with DB2 error checking and so on but, yeah, it certainly gave the area a clean bill of health. I then copied the map to ZdoomHexen format and the problem vanished. I was also able to check the map using deePsea in that format and although the map did have errors, none of them should obviously have been affecting that particular area.
Given that the area worked in ZdoomHexen format and not in UDMF, it might well be a bug either with UDMF or Zdoom's implementation of it so I think it would be worth flagging up for checking by Graf/Randy.
Given that the area worked in ZdoomHexen format and not in UDMF, it might well be a bug either with UDMF or Zdoom's implementation of it so I think it would be worth flagging up for checking by Graf/Randy.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49235
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: UDMF maps keep doing this to me...
Project Dark Fox wrote: I think you broke ZDBSP dude.
That would be my guess, too.
- Kappes Buur
-
- Posts: 4184
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Re: UDMF maps keep doing this to me...
You could have kept the stairs. Just get rid of unnecessary detail in the lighting aspect and all is fine.Ceeb wrote:Well, I did away with the stairs and made it a regular hallway, kept the light diffusion, now it works.
Thanks for trying to help, y'all.
Spoiler:Especially, when the detail isn't really visible
Spoiler:It's the tiny, intricate sectors that screw things up, ... most of the time.
Sonnyboy was on the right track.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49235
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [ ZDBSP] UDMF maps keep doing this to me...
I activated the internal node builder's debug output and here's where it seems to lose it:
After that last line this set is never being looked at again even though it still contains lots of lines that most definitely do not form a convex region.
Code: Select all
Seg 186, ld 116 ( -704,-1248)-( -704,-1223) scores 0
Seg 241, ld 158 ( -704,-1248)-( -720,-1259) scores -32454
Seg 256, ld 172 ( -752,-1280)-( -757,-1275) scores -293753
Seg 341, ld 235 ( -976,-1328)-( -839,-1299) scores 0
Seg 343, ld 236 ( -839,-1299)-( -752,-1280) scores 0
Seg 344, ld 237 ( -839,-1299)-( -844,-1296) scores -458298
Seg 346, ld 238 ( -976,-1328)-( -844,-1296) scores -45700
Seg 348, ld 239 ( -844,-1296)-( -757,-1275) scores -113682
Seg 350, ld 240 ( -757,-1275)-( -736,-1270) scores -1109
Seg 352, ld 241 ( -844,-1296)-( -848,-1294) scores -1262964
Seg 354, ld 242 ( -736,-1270)-( -752,-1280) scores -21715
Seg 355, ld 243 ( -757,-1275)-( -762,-1270) scores -309330
Seg 362, ld 247 ( -976,-1328)-( -848,-1294) scores -28216
Seg 364, ld 248 ( -848,-1294)-( -762,-1270) scores -67784
Seg 366, ld 249 ( -762,-1270)-( -720,-1259) scores -1171
Seg 369, ld 251 ( -848,-1294)-( -852,-1292) scores -896411
Seg 371, ld 252 ( -762,-1270)-( -765,-1266) scores -99045
Seg 386, ld 260 ( -976,-1328)-( -852,-1292) scores -18213
Seg 388, ld 261 ( -852,-1292)-( -765,-1266) scores -30403
Seg 390, ld 262 ( -765,-1266)-( -704,-1248) scores -7082
Seg 392, ld 263 ( -852,-1292)-( -864,-1285) scores -358301
Seg 394, ld 264 ( -765,-1266)-( -779,-1252) scores -393698
Seg 408, ld 271 ( -976,-1328)-( -864,-1285) scores -256353
Seg 410, ld 272 ( -864,-1285)-( -779,-1252) scores -235772
Seg 421, ld 278 ( -864,-1285)-( -881,-1276) scores -709541
Seg 423, ld 279 ( -779,-1252)-( -798,-1230) scores -354531
Seg 437, ld 286 ( -976,-1328)-( -881,-1276) scores 0
Seg 441, ld 288 ( -798,-1230)-( -704,-1177) scores 0
set 186, step 0, nosplit 1 has no good splitter (1)
Seg 186, ld 116 ( -704,-1248)-( -704,-1223) scores 0
Seg 241, ld 158 ( -704,-1248)-( -720,-1259) scores -32454
Seg 256, ld 172 ( -752,-1280)-( -757,-1275) scores -293753
Seg 341, ld 235 ( -976,-1328)-( -839,-1299) scores 0
Seg 343, ld 236 ( -839,-1299)-( -752,-1280) scores 0
Seg 344, ld 237 ( -839,-1299)-( -844,-1296) scores -458298
Seg 346, ld 238 ( -976,-1328)-( -844,-1296) scores -45700
Seg 348, ld 239 ( -844,-1296)-( -757,-1275) scores -113682
Seg 350, ld 240 ( -757,-1275)-( -736,-1270) scores -1109
Seg 352, ld 241 ( -844,-1296)-( -848,-1294) scores -1262964
Seg 354, ld 242 ( -736,-1270)-( -752,-1280) scores -21715
Seg 355, ld 243 ( -757,-1275)-( -762,-1270) scores -309330
Seg 362, ld 247 ( -976,-1328)-( -848,-1294) scores -28216
Seg 364, ld 248 ( -848,-1294)-( -762,-1270) scores -67784
Seg 366, ld 249 ( -762,-1270)-( -720,-1259) scores -1171
Seg 369, ld 251 ( -848,-1294)-( -852,-1292) scores -896411
Seg 371, ld 252 ( -762,-1270)-( -765,-1266) scores -99045
Seg 386, ld 260 ( -976,-1328)-( -852,-1292) scores -18213
Seg 388, ld 261 ( -852,-1292)-( -765,-1266) scores -30403
Seg 390, ld 262 ( -765,-1266)-( -704,-1248) scores -7082
Seg 392, ld 263 ( -852,-1292)-( -864,-1285) scores -358301
Seg 394, ld 264 ( -765,-1266)-( -779,-1252) scores -393698
Seg 408, ld 271 ( -976,-1328)-( -864,-1285) scores -256353
Seg 410, ld 272 ( -864,-1285)-( -779,-1252) scores -235772
Seg 421, ld 278 ( -864,-1285)-( -881,-1276) scores -709541
Seg 423, ld 279 ( -779,-1252)-( -798,-1230) scores -354531
Seg 437, ld 286 ( -976,-1328)-( -881,-1276) scores 0
Seg 441, ld 288 ( -798,-1230)-( -704,-1177) scores 0
set 186, step 0, nosplit 0 has no good splitter (1)
- seg 186(-704,-1223)-(-704,-1248) line 116 front 74305984 back 74306356
- seg 241(-704,-1248)-(-720,-1259) line 158 front 74303752 back 0
Need to synthesize a splitter for set 186 on seg 241
Subsector from set 186
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49235
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [ ZDBSP] UDMF maps keep doing this to me...
This seems to be caused by the SplitCost setting. If it's at 8 the nodes for this map are broken.
However, if I set it to 4 they build correctly.
But what I don't know is how this can be handled dynamically on a case-by-case basis if some map does not build anymore with the higher setting.
At least it's good to know that it's not a floating point precision issue because then we would have had a real problem.
However, if I set it to 4 they build correctly.
But what I don't know is how this can be handled dynamically on a case-by-case basis if some map does not build anymore with the higher setting.
At least it's good to know that it's not a floating point precision issue because then we would have had a real problem.