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Vanishing sprites - White texture replacing nothing

Posted: Thu Nov 20, 2008 15:49
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.

Posted: Thu Nov 20, 2008 16:41
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?

Posted: Thu Nov 20, 2008 22:04
by Jive
I have updated my message with screenshots

Posted: Thu Nov 20, 2008 22:43
by Jive
I had to extract the map03, then to rename it "artifact.wad", otherwise the savedgame didn't accept it.

Code: Select all

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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

Posted: Fri Nov 21, 2008 0:09
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.

Posted: Fri Nov 21, 2008 0:12
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.

Posted: Fri Nov 21, 2008 0:25
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...

Posted: Fri Nov 21, 2008 0:33
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.

Posted: Fri Nov 21, 2008 0:51
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.

Posted: Fri Nov 21, 2008 1:44
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 !!

Posted: Fri Nov 21, 2008 9:26
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.

Posted: Fri Nov 21, 2008 10:30
by Enjay
I wondered if that might be the difference.

Posted: Fri Nov 21, 2008 14:46
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

Posted: Fri Nov 21, 2008 15:47
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.

Posted: Fri Nov 21, 2008 20:41
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 !!