[r3010] Action Doom 2 Broken

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Graf Zahl
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Re: [r3010] Action Doom 2 Broken

Post by Graf Zahl »

So, no feedback regarding my latest change? I can't test all maps that are out there myself!
Scuba Steve
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Re: [r3010] Action Doom 2 Broken

Post by Scuba Steve »

Sorry... I figured they weren't implemented in the latest svn because I didn't notice any change in visuals on any of the maps. The same errors persist. I tested with both r3014 and r3016.
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Re: [r3010] Action Doom 2 Broken

Post by Graf Zahl »

Damn, Looks like a compatibility fallback mode is the only option here... :(

(And with compatibility fallback mode I mean that it will disable the linedef-based portals completely. This will most definitely not be available for editing, just a compatibility profile for existing maps.)
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Re: [r3010] Action Doom 2 Broken

Post by Graf Zahl »

Option added. But in GZDoom the river still is a mess. Don't expect me to lose any sleep over it though. I'd rather take this WAD out of the list of supported IWADs than to add more hacks to handle your broken portals.
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Re: [r3010] Action Doom 2 Broken

Post by Scuba Steve »

What the hell is the deal with the river then? Why did it work correctly for 3 years then break?
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Re: [r3010] Action Doom 2 Broken

Post by Graf Zahl »

Did it ever work in GZDoom?

In ZDoom it's ok but the setup is not recognizable by the analyzer I use to handle these incorrectly defined portals in the GL renderer.

The problem here is the deep water. It makes all attempts at analyzing it futile.
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Re: [r3010] Action Doom 2 Broken

Post by Gez »

There are a few issues with the committed fix: compatibility.cpp expects the GI_COMPATPORTAL flag while d_iwad.cpp uses the GI_BADPORTALS flag, and since gi.h is not updated, neither version works.
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Re: [r3010] Action Doom 2 Broken

Post by Graf Zahl »

That's what happens if you change stuff after testing it...
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Re: [r3010] Action Doom 2 Broken

Post by Scuba Steve »

Did the compatibility fix ever get added to the engine? I didn't see it in r3070.

I was working on AD2, trying to make it compatible with the latest exe, but it is such a bitch, even with linedef portals.
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Re: [r3010] Action Doom 2 Broken

Post by Gez »

It was added in r3018/3019.
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Re: [r3010] Action Doom 2 Broken

Post by Graf Zahl »

... and that should revert the portals back to what they were before I made any changes. At least the river was ok and the 'floating' stuff in the sky was gone.

But well, portals are a bitch if you absolutely have to squeeze the last bit out of them...
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Re: [r3010] Action Doom 2 Broken

Post by Scuba Steve »

What's it called? I couldn't find it in the compatibility list.
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Re: [r3010] Action Doom 2 Broken

Post by Gez »

It's a hidden compatibility option, so you won't find it in the menus...

The compatibility name is "Portals" in iwadinfo.txt, GI_COMPATPORTAL in the IWAD handler code, and BCOMPATF_BADPORTALS in the level compatibility handler code.
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Re: [r3010] Action Doom 2 Broken

Post by Scuba Steve »

On map 10 (puke 16) the helicopter movement is really jerky.. like there was a change to the way zdoom moved skyboxes. And after you shoot the helicopter with the canon, it moves out of the way and breaks the scripts. Any particular reason?
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Re: [r3010] Action Doom 2 Broken

Post by Graf Zahl »

The only thing I remember is that a year ago I implemented viewpoint interpolation for skyboxes. When I did that I had to make some alterations to the thinker table because it showed some priority problems.

I'll have to see what you did there before making any more comments.
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