[G1.9pre-327] JENESIS MAP 16 HoM glitch

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playerlin
Posts: 62
Joined: Sat Sep 23, 2006 6:28
Location: Taipei county, Taiwan

[G1.9pre-327] JENESIS MAP 16 HoM glitch

Post by playerlin »

Today I just played Jenesis...which was downloaded on 1 or 2 years ago...
(Man, I still have shitload of DooM WADs needed to play... :| )

And now I'm on MAP16, after hit a switch that make sector 232 goes down, and then I faced on position [-1971,-677,32] and I see this HoM happened...
(The left-upper display about actual system time and fps value were provided by the MSI On-Screen Display server tool, comes with MSI Afterburner. Seems it works on OpenGL renderer but not software one for some reasons...)
OpenGL renderer's result. Normally blast through the level, and saw this HoM shit at the wall - Linedef 3069)
OpenGL renderer's result. Normally blast through the level, and saw this HoM shit at the wall - Linedef 3069)
Screenshot_Doom_20131118_103738.png (183.12 KiB) Viewed 319 times
I just switch to software renderer and restart, then go to the same position, but it renders fine, without HoM.
Do "vid_renderer 0" then restart, use "map map16" and "kill monsters" then "noclip", just go to active linedef 3067 to make sector 232 goes down, then face this position(the wall of Linedef 3069)
Do "vid_renderer 0" then restart, use "map map16" and "kill monsters" then "noclip", just go to active linedef 3067 to make sector 232 goes down, then face this position(the wall of Linedef 3069)
Screenshot_Doom_20131118_103703.png (134.38 KiB) Viewed 319 times
Download ZDooM v2.8pre-241 and use it, it works too, both downloaded from the DRDTeam dev builds site.

If someone want to know my new system spec, just click this link, lazy type those shit again. :p
(Note: my nVidia GTX 660 Ti actually is MSI's "N660Ti TF 3GD5", was planed to buy the OC version but sadly it just sold out when I brought the new computer, damnit...)
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Graf Zahl
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Re: [G1.9pre-327] JENESIS MAP 16 HoM glitch

Post by Graf Zahl »

This is actually a mapping bug.
That light is an upper texture on a two-sided wall. There's a dummy sector behind to allow proper lowering of the gates.
But that dummy sector is also tagged and gets changed by the same action - but unlike the gate its raised.

The end result is a sector with the ceiling at z=24 and the floor at z = 104.
The software renderer hides this glitch with its texture bleeding into the 'ceiling' but the GL renderer can't do that without creating a buttload of far more serious problems.

I won't change this behavior.
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