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Release 1.5 -- HOM fest + Screenshot scewing

Posted: Thu Aug 12, 2010 5:25
by Major Cooke
I haven't had enough time to test it in regular Zdoom yet, but I thought I should go ahead and post it here since I found it in GZdoom first.

Anyway, I converted Invasion UAC 5 quite a while ago (around January-Februaryish), and it's been working just fine... up til now.

I start up a certain map like map 3 or map 6...

It's a huge HOM fest.

Another bug, I've got my monitor set to maximum resolution (1366x768) and taking screenshots wind up scewing it for reasons unknown. I can do it in games like Left 4 Dead 2 without this issue, but not in GZdoom.

Image

Anyway, as you can see here, practically all of the walls have turned into HOMs since I upgraded to 1.5. Surprisingly, however, places like map 2 remain untouched/unharmed...

If you need the original IUAC5, you can get it here. I haven't tested the old one out yet, but I will tomorrow.

Re: Release 1.5 -- HOM fest + Screenshot scewing

Posted: Thu Aug 12, 2010 7:10
by Graf Zahl
Yes, the bug is also in ZDoom. In short, Randy's new code to set up polyobjects does not work right with GL nodes and seems to screw up in some rare situations.

Re: Release 1.5 -- HOM fest + Screenshot scewing

Posted: Thu Aug 12, 2010 7:58
by Graf Zahl
fixed the node problem. I can't reproduce the screenshot issue though.

Re: Release 1.5 -- HOM fest + Screenshot scewing

Posted: Thu Aug 12, 2010 12:56
by Major Cooke
Here's my video settings:

1366x768 full screen, opengl renderer.

...if that's of any help, anyway.

Funny thing is, though, when I run it in 1280x### or lower, it takes screenshots just fine. Pretty strange...

Re: Release 1.5 -- HOM fest + Screenshot scewing

Posted: Thu Aug 12, 2010 17:20
by Graf Zahl
I think it may be caused by 1366 not being a multiple of 4. I can't switch to this particular resolution so I can't test. All resolutions I can test are fine.