[gzdoom2.1pre1972] Rendering issue

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Gez
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Re: [gzdoom2.1pre1972] Rendering issue

Post by Gez »

Graf Zahl wrote:I don't think the new map is representative. What's up with the trees? In the old version the map was full of trees, in the new one they only pop up when the player is extremely close. Have you tried to optimize here?
Yeah, but this happened independently and a few hours after Torm's map changes
https://github.com/Realm667/WolfenDoom/ ... fbef3c4111
https://github.com/Realm667/WolfenDoom/ ... a098ab8934
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Graf Zahl
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Re: [gzdoom2.1pre1972] Rendering issue

Post by Graf Zahl »

Yeah, took some time to figure it out. The current setting still makes it look very, very broken.
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Tormentor667
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Re: [gzdoom2.1pre1972] Rendering issue

Post by Tormentor667 »

@Graf Zahl - Thanks for the feedback, this was due to the LOD-addition of Ozy when it wasn't finished yet. The standard was 256 instead of 8192 what it should be on default, this is changed now and should work better.

Concerning the castle viewpoint, can you share a screenshot so I can find the specific place whe I need to change the sectors?
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Graf Zahl
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Re: [gzdoom2.1pre1972] Rendering issue

Post by Graf Zahl »

Just go to the northwest part of the map from the start.

The problem is that at the entrance to the passage to the church, there's a piece of void protruding rather deep into the map, if you change that bit it should be a lot better.
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Graf Zahl
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Re: [gzdoom2.1pre1972] Rendering issue

Post by Graf Zahl »

Can you please continue this discussion outside the bugs forum?

Thanl you.
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Re: [gzdoom2.1pre1972] Rendering issue

Post by Rachael »

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