Buggy Stacked/3d Sectors
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Contrary to popular belief, we are not all-knowing-all-seeing magical beings!
If you want help you're going to have to provide lots of info. Like what is your hardware, what is your operating system, what version of GZDoom/LZDoom/whatever you're using, what mods you're loading, how you're loading it, what you've already tried for fixing the problem, and anything else that is even remotely relevant to the problem.
We can't magically figure out what it is if you're going to be vague, and if we feel like you're just wasting our time with guessing games we will act like that's what you're really doing and won't help you.
Contrary to popular belief, we are not all-knowing-all-seeing magical beings!
If you want help you're going to have to provide lots of info. Like what is your hardware, what is your operating system, what version of GZDoom/LZDoom/whatever you're using, what mods you're loading, how you're loading it, what you've already tried for fixing the problem, and anything else that is even remotely relevant to the problem.
We can't magically figure out what it is if you're going to be vague, and if we feel like you're just wasting our time with guessing games we will act like that's what you're really doing and won't help you.
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Buggy Stacked/3d Sectors
I mostly just want to know if this is won't fix or an issue I should bother writing a detailed bug report on. I can upload wads IDK how to upload and link them here (what site way the mods prefer I do some forums are really picky that's why I ask) also I could make a demo/ video to make pin pointing anything easier.
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Re: Buggy Stacked/3d Sectors
How are we supposed to answer your question without seeing your map?
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Re: Buggy Stacked/3d Sectors
You can use https://www.dropbox.com/ to upload files.
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Re: Buggy Stacked/3d Sectors
Professor Hastig wrote:
> How are we supposed to answer your question without seeing your map?
https://www.dropbox.com/scl/fi/p0wpc1lj ... 7nedv&dl=0
> How are we supposed to answer your question without seeing your map?
https://www.dropbox.com/scl/fi/p0wpc1lj ... 7nedv&dl=0
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Re: Buggy Stacked/3d Sectors
The sectors are correct, but the renderer is broken. Software render mode cannot do sector portals well, it's always been a problem and nobody has ever wanted to fix it. So this will stay broken indefinitely. The only fix is to use the hardware renderer, or don't use sector portals.
Also - it is not necessary to package the entirety of Freedoom with your map (and not recommended, either, since Freedoom can publish updates at any time, and it also may cause conflicts with resources a player may have loaded).
Also - it is not necessary to package the entirety of Freedoom with your map (and not recommended, either, since Freedoom can publish updates at any time, and it also may cause conflicts with resources a player may have loaded).
Re: Buggy Stacked/3d Sectors
Rachael wrote:
> The sectors are correct, but the renderer is broken. Software render mode
> cannot do sector portals well, it's always been a problem and nobody has
> ever wanted to fix it. So this will stay broken indefinitely. The only fix
> is to use the hardware renderer, or don't use sector portals.
>
> Also - it is not necessary to package the entirety of Freedoom with your
> map (and not recommended, either, since Freedoom can publish updates at any
> time, and it also may cause conflicts with resources a player may have
> loaded).
OK I thought so. I was hoping to have an example to show what will and won't work in software mode any tips for that or is it impossible? Is there a version where it's known to be less buggy? What should I do to make my map run standalone without the freedoom issue your describing, I'm just not aware of a better way to do it I've only been mapping for doom for 1.5 yearsish?
> The sectors are correct, but the renderer is broken. Software render mode
> cannot do sector portals well, it's always been a problem and nobody has
> ever wanted to fix it. So this will stay broken indefinitely. The only fix
> is to use the hardware renderer, or don't use sector portals.
>
> Also - it is not necessary to package the entirety of Freedoom with your
> map (and not recommended, either, since Freedoom can publish updates at any
> time, and it also may cause conflicts with resources a player may have
> loaded).
OK I thought so. I was hoping to have an example to show what will and won't work in software mode any tips for that or is it impossible? Is there a version where it's known to be less buggy? What should I do to make my map run standalone without the freedoom issue your describing, I'm just not aware of a better way to do it I've only been mapping for doom for 1.5 yearsish?
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Re: Buggy Stacked/3d Sectors
Guest wrote:
> Rachael wrote:
> > The sectors are correct, but the renderer is broken. Software render mode
> > cannot do sector portals well, it's always been a problem and nobody has
> > ever wanted to fix it. So this will stay broken indefinitely. The only fix
> > is to use the hardware renderer, or don't use sector portals.
> >
> > Also - it is not necessary to package the entirety of Freedoom with your
> > map (and not recommended, either, since Freedoom can publish updates at any
> > time, and it also may cause conflicts with resources a player may have
> > loaded).
>
> OK I thought so. I was hoping to have an example to show what will and won't work in
> software mode any tips for that or is it impossible? Is there a version where it's
> known to be less buggy? What should I do to make my map run standalone without the
> freedoom issue your describing, I'm just not aware of a better way to do it I've only
> been mapping for doom for 1.5 yearsish?
Was me just didn't realize I was logged out.
> Rachael wrote:
> > The sectors are correct, but the renderer is broken. Software render mode
> > cannot do sector portals well, it's always been a problem and nobody has
> > ever wanted to fix it. So this will stay broken indefinitely. The only fix
> > is to use the hardware renderer, or don't use sector portals.
> >
> > Also - it is not necessary to package the entirety of Freedoom with your
> > map (and not recommended, either, since Freedoom can publish updates at any
> > time, and it also may cause conflicts with resources a player may have
> > loaded).
>
> OK I thought so. I was hoping to have an example to show what will and won't work in
> software mode any tips for that or is it impossible? Is there a version where it's
> known to be less buggy? What should I do to make my map run standalone without the
> freedoom issue your describing, I'm just not aware of a better way to do it I've only
> been mapping for doom for 1.5 yearsish?
Was me just didn't realize I was logged out.
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- Joined: Thu Jan 12, 2023 11:39 pm
- Operating System Version (Optional): Ubuntu
- Graphics Processor: nVidia (Modern GZDoom)
Re: Buggy Stacked/3d Sectors
Rachael wrote:
> The sectors are correct, but the renderer is broken. Software render mode
> cannot do sector portals well, it's always been a problem and nobody has
> ever wanted to fix it. So this will stay broken indefinitely. The only fix
> is to use the hardware renderer, or don't use sector portals.
>
> Also - it is not necessary to package the entirety of Freedoom with your
> map (and not recommended, either, since Freedoom can publish updates at any
> time, and it also may cause conflicts with resources a player may have
> loaded).
Can you explain what is known to be wrong with the software portion? I might have a crack at fixing the bug. I just don't want to waste time figuring out whats already know for a starting point. I'm willing to try to debug in renderdoc some has anyone already done that and brought it up in dev discussions?
> The sectors are correct, but the renderer is broken. Software render mode
> cannot do sector portals well, it's always been a problem and nobody has
> ever wanted to fix it. So this will stay broken indefinitely. The only fix
> is to use the hardware renderer, or don't use sector portals.
>
> Also - it is not necessary to package the entirety of Freedoom with your
> map (and not recommended, either, since Freedoom can publish updates at any
> time, and it also may cause conflicts with resources a player may have
> loaded).
Can you explain what is known to be wrong with the software portion? I might have a crack at fixing the bug. I just don't want to waste time figuring out whats already know for a starting point. I'm willing to try to debug in renderdoc some has anyone already done that and brought it up in dev discussions?
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Re: Buggy Stacked/3d Sectors
The problem with the software renderer sector portals is it does not clip at the line's viewpoint but rather the viewer's viewpoint, meaning things that are near the player on the other side of the portal will be more visible through the portal than what is supposed to actually appear.
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Re: Buggy Stacked/3d Sectors
So it draws it all from one view rather then two need for correct perspective drawing? is it unable to do two or was it never added? I might give that a crack.Rachael wrote: ↑Mon Oct 02, 2023 4:38 pm The problem with the software renderer sector portals is it does not clip at the line's viewpoint but rather the viewer's viewpoint, meaning things that are near the player on the other side of the portal will be more visible through the portal than what is supposed to actually appear.
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Re: Buggy Stacked/3d Sectors
It was never added. The software renderer's stacked sectors were a quickly abandoned attempt from more than 15 years ago, and since then nobody ever worked on it again.
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Re: Buggy Stacked/3d Sectors
What it needs is to not allow lines that are between the view sector and the player to be drawn, at all.
Let's say the o> is the player here, facing east, and here's the top part of the stacked sector portal, and the portal is drawn in brackets [ ]:
Code: Select all
| o> [ ]
Code: Select all
| | [ ]
This and a hundreds of other weird glitches are reasons why the software renderer ultimately ended up abandoned over time. It can handle basic vanilla Doom maps just fine without issue - but anything more advanced than that, it usually has problems.
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Re: Buggy Stacked/3d Sectors
Handling that properly in the hardware renderer was not easy, it requires quite a bit of thinking out of the box. But due to the software renderer's messy state back in the day (before dpJudas refactored it it depended on a convoluted set of global variables that were hard to track down) I found no way to make this info work for software.
That's also not the only problem here. The software renderer's portal code cannot handle two sided walls with height differences well.
That's also not the only problem here. The software renderer's portal code cannot handle two sided walls with height differences well.