[R3 to R16] Oddity with LWM's HQUEST10 sprites

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NeoHippo
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[R3 to R16] Oddity with LWM's HQUEST10 sprites

Post by NeoHippo »

This may be related to KeksDose's thread http://forum.drdteam.org/viewtopic.php?t=3086 , but anyways

I played Hquest10 the other day with R16. The spiders in 1-1 were displayed within a black box. So, probably this is a transparency problem. Then I played it with 10.0.32 and it looked ok. Then I tried all the R versions with this result:
GZDoom R2 ok
GZDoom R4 invisible
GZDoom R5 invisible
GZDoom R6 invisible
GZDoom R8 invisible
GZDoom R9 invisible
GZDoom R10 invisible
GZDoom R11 invisible
GZDoom R12 invisible
GZDoom R13 invisible
GZDoom R14 invisible
GZDoom R16 black box
TAtL, tU, aE
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Graf Zahl
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Post by Graf Zahl »

Any console output?
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Enjay
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Post by Enjay »

Nothing meaningful that I can see, but I do get the problem.
[spoiler]

Code: Select all

Log started: Mon Feb 11 21:50:07 2008

W_Init: Init WADfiles.
 adding f:/doom/gzdoomsvn/gzdoom.pk3
 adding F:/Doom/gzdoom/HERETIC.WAD (2633 lumps)
 adding f:/doom/gzdoomsvn/skins/bba.wad (68 lumps)
 adding f:/doom/gzdoomsvn/skins/Blud.wad (52 lumps)
 adding f:/doom/gzdoomsvn/skins/flashlight.wad (9 lumps)
 adding f:/doom/gzdoomsvn/skins/flashlightres.wad (4 lumps)
 adding f:/doom/gzdoomsvn/skins/KEEN.WAD (58 lumps)
 adding f:/doom/gzdoomsvn/skins/NJBLK01.wad (344 lumps)
 adding f:/doom/gzdoomsvn/skins/scope.wad (2 lumps)
 adding f:/doom/gzdoomsvn/skins/Variants.wad (364 lumps)
 adding f:/doom/gzdoomsvn/skins/Xhairs.wad (33 lumps)
 adding f:/doom/gzdoomsvn/lights.wad (4 lumps)
 adding F:/Documents and Settings/Nigel_Rowand/Desktop/hquest10.wad (1380 lumps)
I_Init: Setting up machine state.
CPU Speed: 2813.506952 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Pentium(R) 4 CPU 2.80GHz 4 CPU 2.80GHz
  Family 15, Model 2, Stepping 7
  Features: MMX SSE SSE2
I_InitSound: Initializing FMOD
  Setting DirectSound output succeeded
  Setting driver 0 succeeded
  Initialization succeeded
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
TEAMINFO_Init: Load team definitions.
LoadDecorations: Load external actors.
R_Init: Init Heretic refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupJoystick
I_StartupKeyboard
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 6200/PCI/SSE2
GL_VERSION: 2.1.2
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
Support for non power 2 textures enabled.
Occlusion query enabled.
Resolution: 640 x 480
16 bots read from bots.cfg



E1M1 - City Night

   Split seg 5744 (6144,-448)-(6144,-576) of sector 534 in loop 9
   Split seg 5734 (5696,-576)-(5696,-448) of sector 534 in loop 9
   Split seg 5686 (5920,-536)-(6008,-536) of sector 534 in loop 9
   Split seg 5746 (6080,-704)-(5952,-768) of sector 534 in loop 9
   Split seg 5738 (5888,-768)-(5760,-704) of sector 534 in loop 9
   Split seg 5678 (5832,-536)-(5920,-536) of sector 534 in loop 9
]god
Degreelessness Mode ON

<-- ----------------------------->
Chapter 1-1
<------------------------------->
game saved.
[/spoiler]

The only setting I found that made a difference was "smooth sprite edges" Switching that on made the spider sprites disappear completely (other sprites that had already been showing correctly did not disappear).

As far as I can tell, the sprites are in Doom-format. I was expecting something odd, but that doesn't seem to be the case. Most graphics seem fine, just these SPDRXXXX sprites. (edit forget that - see screenshot)

There doesn't seem to be anything odd in the decorate either.

In fact, I extracted the DECORATE and sprites without changing them at all, put them in their own WAD and loaded that. Summoning the spiders allowed them to appear without a black box.

In fact, going to the level concerned and typing "summon spider" brought a spider into the map that did not have a black box despite the fact that it was surrounded by black box spiders that the game had spawned.

Anyway, it's not just the spiders

Image
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Graf Zahl
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Post by Graf Zahl »

I hate, Hate, HATE, **HATE** HATE!!!! Randy's stupid RenderStyle 'Enhancement'.

This retarded 'improvement' has caused so many problems it's almost unbelievable. :(
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Post by Enjay »

If you get to the bottom of this particular problem, would you mind letting us know why it happened here and not with the same actors in slightly different circumstances? I spent over 2 hours last night moving lumps around and changing bits of scripts to try and find out why it happened and what particular set of circumstances caused it and eventually I just started going cross-eyed and went to bed instead. :?
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Post by Cutmanmike »

I'm gonna take a shot in the dark here and assume that this renderstyle thing is also causing my fog bug :?

If this was a business, Randy would get the sack ;) (unless it was microsoft)
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Post by Graf Zahl »

Yes, the fog bug is also caused by that.

As for this one, the immediate cause is simple: The alpha test is not set properly. The related code had to undergo extensive changes due to the renderstyle stuff and apparently some cases leave the setting in an undefined state..
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Post by Enjay »

I'm going to assume that this is the same bug and just post it here as another example. I was touring the levels in "Sabbat Martyr DeathMatch" which is actually a skulltag level set but I edited it to run in GZdoom. Anyway, I noticed that the particles all had black squares around them. This is (obviously) MAP01 of Doom2 with SMDM.WAD loaded.

Image

Probably not worth the DL just for this, but it's here:

http://www.doomworld.com/idgames/index.php?id=14856
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Graf Zahl
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Post by Graf Zahl »

One request: If you have problems with any WAD please post a link. Now I can track this down which always costs needless time, especially for stuff that is not that easy to find.

(This goes to the original poster, not Enjay, of course.)
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Graf Zahl
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Post by Graf Zahl »

The Sabbat Martyr issue is definitely a WAD bug. The file contains a broken replacement graphic for the smooth particle that doesn't have any alpha information. The makers should have been more careful.
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Graf Zahl
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Post by Graf Zahl »

If someone wants this tp get fixed, please make a savegame with r16. I simply don't have the time to play for a considerable amount of time to get the bug to occur. I played for 30 minutes without seeing it.
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Post by Enjay »

Strange. I can always get the effect within seconds - right from the first time I see a spider it is already surrounded by a black box. Anyway, in the zip are 2 saves and a demo.

In the demo, I go into the fight area, stop briefly to look at a spider (with a black box) that is right beside (possibly stuck in) a wall. Then I move on to a second spider. Whilst I am saving, it kills me (because demo recording doesn't stop when the menu is up). So, I also made a second save from a fresh game.

I'll upload the version of Hquest I was using. It's called Hquest10 but just in case there are any differences...

[edit]

Here

http://rapidshare.com/files/91771706/hquest.zip.html

[/edit]
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Enjay
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Post by Enjay »

Seeing as how you haven't specifically had a chance to address this yet, I'm sure it won't come as a surprise to learn that the problem still exists in my own build of r17.
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Post by Graf Zahl »

fixed.

And this was a very, very stupid bug - just because I wanted to save one parameter in a function... :(
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