Navigating through the level is easy yet possibly confusing.

Moderator: GZDoom Developers
There's some funkiness going on with the planes of 3D floors as well... It's pretty surprising that kgsws stored player's view height somewhere else aside from global viewz variable (which I change when rendering portals). holy shit, this seems to be caused by the fact that 3D floors are drawn within R_DrawMasked that happens AFTER everything else (including viewz changes).Gez wrote:Edit: updated file with some 3D floors because why not. There's some funkiness going on with the sides of 3D floors. Looks like when a portal has a height difference, the 3D floor isn't shifted appropriately. And/or maybe a 3D floor gets drawn only once?
ZZYZX wrote: There's some funkiness going on with the planes of 3D floors as well... It's pretty surprising that kgsws stored player's view height somewhere else aside from global viewz variable (which I change when rendering portals). holy shit, this seems to be caused by the fact that 3D floors are drawn within R_DrawMasked that happens AFTER everything else (including viewz changes).![]()
Also the crashes, I've been getting them as well yet too rarely to debug in any way. Of course going to find the cause and fix, just not sure when.
Oh, and Ive also noticed that sprites inside portals are mysteriously disappearing on this new test map.
I will just remove the check for Line_SetPortal destination being a Line_SetPortal. It doesn't make much sense anyway, should be replaced with a proper check for actor not being blocked by the receiving line.Gez wrote:I tried and failed to create an infinite stairway effect with portals -- you go and go but stay in roughly the same place and you can still get out of the loop by going back. Instead, I've mostly managed to create infinite stairways that went the other way I wanted, shortened stairways, and HOMs.Looks like this trick will remain a silent teleport exclusive.
I believe it's relatively easy to make portals translucent.Gez wrote:Question: would it be feasible for portals to be translucent? Give them a flag and then one of the parameters work as alpha value for the portal scene, with the "real" geometry behind blending in (possibly including the linedef itself, if it has a texture).
Also the software renderer isn't really that much of a mess once I try to read and understand it (or at least read and understand how to reuse it).Graf Zahl wrote:Welcome to the fun that is ZDoom's software renderer. I have long given up to try to understand this mess...
Spoiler: Technical mess
Good that'll allow cool tricks like linking a real portal with a visual portal, or having monsters crawling out of the walls.ZZYZX wrote:I will just remove the check for Line_SetPortal destination being a Line_SetPortal. It doesn't make much sense anyway, should be replaced with a proper check for actor not being blocked by the receiving line.
Okay, not something to use like I did on the polyobject disco floor (at least not until optimizations are done). Still it'll be extremely cool to see.ZZYZX wrote:I believe it's relatively easy to make portals translucent. <snip> The only problem here is performance loss.
Spoiler:The slime trail appears a bit earlier than the freeze, but it's always present when it freezes. It actually very slowly grows during the freeze, after a few minutes it looks like this:
Spoiler:Then eventually the program aborts, if you haven't stopped it first:
Code: Select all
Execution could not continue.
Could not realloc 268435456 bytes
Spoiler:Note that most of those are 3D floors seen directly, not through a portal. Third pic caught an error in the rendering of a 3D floor through a portal.
Spoiler:The view flickers back and forth between these two incorrect renderings.