Vanishing sprites - White texture replacing nothing

Bugs that have been resolved.

Moderator: Graf Zahl

Locked
User avatar
Jive
Posts: 340
Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
Contact:

Vanishing sprites - White texture replacing nothing

Post by Jive »

1) Playing "The artifact", a compilation of maps made by Paul Schmitz (with his written agreement), I noticed a new bug, never seen before: sprites are vanishing when they are, apparently, a certain number.
Let say... angle 32°, they are here, angle 33° they have disappeared.

Image....Image

2) Trying to figure out how to make Gzdoom compatible an area (perfectly displayed by ZdoomGl, and working perfectly well, which was not the case for Gzdoom...), I had the idea to try to remove all the textures.
It worked !!
I was happy... But, suddenly, I see a horrible white texture replacing an empty space, where there was no texture...
On a certain angle, nothing is displayed, and it's perfect. But if the angle is changing, white appears.
I'm not sure, but it seems to me that this white appears only if I play with monsters. When I play with "No monsters", this white texture is not replacing every missing texture.
Last edited by Jive on Thu Nov 20, 2008 22:02, edited 1 time in total.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Can you give me the version of the map that shows the problem, preferably with some savegames that make it easier to reprdduce?
User avatar
Jive
Posts: 340
Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
Contact:

Post by Jive »

I have updated my message with screenshots
User avatar
Jive
Posts: 340
Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
Contact:

Post by Jive »

I had to extract the map03, then to rename it "artifact.wad", otherwise the savedgame didn't accept it.

Code: Select all

Sorry, but the maximum filesize for all Attachments is reached. Please contact the Board Administrator if you have questions.
Sorry, you have reached your maximum Upload Quota Limit of 2 MB
:x

Here is it : http://gzdoom.doomwadstation.com/forum/ ... _map03.zip

You'll need RetRes.wad from Team TnT.
Here is it:
http://gzdoom.doomwadstation.com/wads/RETRES.zip

And, for the pleasure (ar least, mine), the picture that I failed to upload (BTW, you deleted my message?!?) :

Image
User avatar
Jive
Posts: 340
Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
Contact:

Post by Jive »

I suggest a look at the other part of the map with missing textures, replaced by white when I play with monsters, and well displayed without monsters (the huge squared structure)
It's a try I made to make Gzdoom compatible this map. Yes, there are still ugly parts with glitches and distorted textures, but it's playable when it wasn't.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

When I load your savegame I get the same effect. When starting the map normally I don't. In your savegame the sector references for the trees are all wrong. You must have started the map with a partially broken node build for that to happen.

Did you make some changes and load the map without building the nodes?


I'm getting no white walls though.
User avatar
Jive
Posts: 340
Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
Contact:

Post by Jive »

No !
When I do changes, I always rebuild the nodes. I'm using ZenNode, as usually since years.
But... I tried glBSPX version 4.2.24.1 on it, just to know what will happen...
Now, I know what happened.

When I said that you are Graf Luke aka Lucky Zahl !!! :D

I think that the white textures are the result of glBSPX...
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Using Zennode for GL rendering is a waste of time. The best options would be to either save no nodes at all, if possible or use ZDBSP and build compressed GL nodes. But I really can't see any other possibility why all the trees in a certain area have incorrect sector references.
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

Graf Zahl wrote:When I load your savegame I get the same effect. When starting the map normally I don't.
I too get the same effect with the savegame. However, if I load the map normally (loading artifact.wad and retres.wad), start a game, idclev to map03 then console warp to 549 1823 (the player position in the save) I get the effect again.

But, as you said, it does seem to be a node build problem because if I use zdbsp to build the nodes, I cannot get the problem by repeating the above procedure.
User avatar
Jive
Posts: 340
Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
Contact:

Post by Jive »

Very very very interesting analysis!!!
As far as I was deeply involved in the development of ZenNode during years, I never looked elsewhere.

ZDBSP ?
Ok, I'll do a search about it.
Many great thanks for your help !!
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Enjay wrote:
Graf Zahl wrote:When I load your savegame I get the same effect. When starting the map normally I don't.
I too get the same effect with the savegame. However, if I load the map normally (loading artifact.wad and retres.wad), start a game, idclev to map03 then console warp to 549 1823 (the player position in the save) I get the effect again.

But, as you said, it does seem to be a node build problem because if I use zdbsp to build the nodes, I cannot get the problem by repeating the above procedure.

Just to clarify: I had gennodes set to 1 so I never used the nodes in the WAD.
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

I wondered if that might be the difference.
User avatar
Jive
Posts: 340
Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
Contact:

Post by Jive »

All seems to be as well as possible !

Here is my command line:
"G:\Doom\KDX\external\Doom Builder\zdbsp.exe" -r -z "%1" -o"%1"
Image

What do you think about it ?

I was already using this :
Image

And here is the final result, giving me an easy way to use my tools:
Image
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

The best set of options for building nodes for GZDoom is

zdbsp -z -x -b -r

That builds compressed GL nodes, no normal nodes and empty blockmap and reject lumps.
User avatar
Jive
Posts: 340
Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
Contact:

Post by Jive »

Thank you, Graf !
Thank you to simplify my life and to don't make me searching by myself what you know perfectly well !!
Locked

Return to “Closed Bugs”