[ZDBSP]creates broken GL nodes for Deathkings Map42

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Graf Zahl
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[ZDBSP]creates broken GL nodes for Deathkings Map42

Post by Graf Zahl »

If you build GL nodes for this level ('Blight') the game aborts because one polyobject is missing some parts.


Sure the mapping is more than sloppy here but in this case the discarding of it makes the map not play at all.
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justin024
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Post by justin024 »

Why would a PO be missing lines? It shouldn't crash, but whoever mapped that shouldn't have been napping either.
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TheDarkArchon
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Post by TheDarkArchon »

Raven didn't have ZDBSP, which is the only nodebuilder that accounts for polyobjects, when making HeXen.
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justin024
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Post by justin024 »

They still should have had less lazy mappers. Hexen maps are full of problems. And easy ones too, like unclosed sectors.
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TheDarkArchon
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Post by TheDarkArchon »

Both Doom's has that problem in the earlier IWAD's too, yno.
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Graf Zahl
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Post by Graf Zahl »

justin024 wrote:Why would a PO be missing lines? It shouldn't crash, but whoever mapped that shouldn't have been napping either.
It crashes because ZDBSP doesn't assign a seg to one line of a polyobject. Even though the mapping is rather sloppy here that must never happen because the game aborts if it finds incorrectly formed polyobjects.

justin024 wrote:They still should have had less lazy mappers. Hexen maps are full of problems. And easy ones too, like unclosed sectors.

These problems are a direct result of all the hacks to make the polyobjects work.
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justin024
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Post by justin024 »

So it's not because a poly is missing a line or somehow flawed?
Last edited by justin024 on Mon Aug 29, 2005 3:36 pm, edited 2 times in total.
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Graf Zahl
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Post by Graf Zahl »

The map is ok. It runs as it is and it runs when ZDBSP builds normal nodes. But not with GL nodes.
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randi
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Post by randi »

Fixed.

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