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[this should work] Sky Bleed Through

Posted: Wed Mar 08, 2006 20:32
by Lumpy
I loaded up the wad biovite2 in GZDoom. I then walked all the way around the fence, and saw this.
Image

What seems to be happening is the sky is bleeding through. It is worse at the other end of that area cuz you can see all the sectors with a lower floor height down through that line.

Here are my specs

WinXP Home Edition
Service Pack 2
2.93 GHz Celeron
1 GB Ram
NVIDIA GeForce FX 550 with 256 Mb ram
Compaq FS7600 Monitor

All Drivers are up to date. Just did that 2 weeks ago.

Now here is an edited version of the wad in question. I moved the start spot to the area I'm concerned with. While doing that I did not see anything that might be wrong with the mapping of that area.

http://us.share.geocities.com/big_lumpy ... ugtest.zip

I know it's geocities but it's the only place I could think of to upload. If the link doesn't work I could e-mail it directly to you.Also here is how I have GZDoom set-up graphically.

Render - OpenGL
Resolution - 1280 / 1024
V-Sync - On
Render Mode - Quality
Shaders - On
Depth Fog - On
Contrast - On
Textures Enabled - Yes
Texture Filter - None
Anisotrope Filter - 16x
Texture Format - RGBA8
High-Res Textures - Yes
Precache GL Textures - Yes

Also on a side not. With the original wad file GZDoom had to build the nodes. The one I linked to does not need them built, but the problem still persists in it also. Now no matter what resolution I set it to the problem doesn't go away. The only way to stop it is to switch to software mode. Also here is the log file.

Code: Select all

Linedefs 902 and 875 share endpoints.
Linedefs 3015 and 3001 share endpoints.
Linedefs 3251 and 3247 share endpoints.
Linedefs 5651 and 3929 share endpoints.
Sidedef 1553 (linedef 902) incomplete (Length = 0.000000 of 2.000000)
Sidedef 4936 (linedef 3015) incomplete (Length = 0.000000 of 2.000000)
Sidedef 5276 (linedef 3251) incomplete (Length = 0.000000 of 2.000000)
Sidedef 9427 (linedef 5651) incomplete (Length = 0.000000 of 765.016357)
Sidedef 9428 (linedef 5651) incomplete (Length = 0.000000 of 765.016357)
5 missing segs counted
I guess the map does have some errors. But it plays good in software mode.

Posted: Wed Mar 08, 2006 21:13
by Enjay
I didn't get the "sky bleed through" that you got, but looking closely I could see a very slight anomaly. On checking in DeePsea, it was as I expected - a missing lower sidedef texture.

Posted: Wed Mar 08, 2006 21:24
by Graf Zahl
... which is easy to see on the screenshot. Anyway, I only get the same minor bleeding as Enjay. I have known about that problem for some time now but apparently I still haven't found the true cause.

The effect in the screenshot suggests that the flat fill routine isn't working on your system but the only thing that can cause that is a missing stencil buffer. Your card is good enough to have that though so I have no idea what is wrong. Can you post the entire startup log?

Posted: Thu Mar 09, 2006 0:10
by Lumpy
OK Here Goes.

Code: Select all

Log started: Wed Mar 08 18:09:18 2006

 adding gzdoom.pk3
 adding H:/Doom/Files/WAD/IWADS/doom2.wad (2919 lumps)
 adding H:/Doom/PORTS/GZDoom/skins/lights.wad (4 lumps)
 adding H:/Doom/PORTS/GZDOOM/biovite2-bugtest.wad (677 lumps)
CPU Speed: 2933.233834 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Celeron(R) CPU 2.93GHzn(R) CPU 2.93GHz
  Family 15, Model 4, Stepping 1
  Features: MMX SSE SSE2 SSE3
I_InitSound: Initializing FMOD
  Setting DirectSound output succeeded
  Setting driver 0 succeeded
  Initialization succeeded
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce FX 5500/PCI/SSE2
GL_VERSION: 2.0.0
GL_EXTENSIONS: GL_ARB_depth_texture 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_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_mirrored_repeat 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_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture 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_shared_texture_palette 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_object GL_EXT_vertex_array GL_HP_occlusion_test 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_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_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 
Occlusion query enabled.
Resolution: 1280 x 1024
Init DOOM refresh subsystem.
Patch installed
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)



+MAP01 - BIOVITE

Linedefs 902 and 875 share endpoints.
Linedefs 3015 and 3001 share endpoints.
Linedefs 3251 and 3247 share endpoints.
Linedefs 5651 and 3929 share endpoints.
Sidedef 1553 (linedef 902) incomplete (Length = 0.000000 of 2.000000)
Sidedef 4936 (linedef 3015) incomplete (Length = 0.000000 of 2.000000)
Sidedef 5276 (linedef 3251) incomplete (Length = 0.000000 of 2.000000)
Sidedef 9427 (linedef 5651) incomplete (Length = 0.000000 of 765.016357)
Sidedef 9428 (linedef 5651) incomplete (Length = 0.000000 of 765.016357)
5 missing segs counted
Degreelessness Mode ON
That is set-up to warp directly into map 01 of my altered version. Byoy I really must learn how to do the collapsible code boxes.

Posted: Thu Mar 09, 2006 16:32
by Graf Zahl
Fixed the minor issue Enjay mentioned. Since the gap is filled properly for both Enjay and me I don't know what I can do about the issue itself.