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Re: [gzdoom2.1pre1972] Rendering issue
Posted: Sun Feb 07, 2016 1:22
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
Re: [gzdoom2.1pre1972] Rendering issue
Posted: Sun Feb 07, 2016 11:56
by Graf Zahl
Yeah, took some time to figure it out. The current setting still makes it look very, very broken.
Re: [gzdoom2.1pre1972] Rendering issue
Posted: Mon Feb 08, 2016 11:30
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?
Re: [gzdoom2.1pre1972] Rendering issue
Posted: Mon Feb 08, 2016 19:52
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.
Re: [gzdoom2.1pre1972] Rendering issue
Posted: Sun Feb 14, 2016 13:13
by Graf Zahl
Can you please continue this discussion outside the bugs forum?
Thanl you.
Re: [gzdoom2.1pre1972] Rendering issue
Posted: Sun Feb 14, 2016 13:17
by Rachael