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[duplicate][9.9]Horizon HOMs

Posted: Mon Oct 10, 2005 12:17
by Cutmanmike
There's no easy way for me to explain this. Since this version (and maybe previous ones) horizons have been causing me strange HOM effects. I can't really explain what's going on apart from it seems to be some case of large sectors again.

Graf, I know it's a pain but would it be okay to send eatme.wad again? And this time you can keep it to have a look at my previous camera textures bug.

Posted: Mon Oct 10, 2005 12:37
by Enjay
I have a level that displayed something like I think you mean. I thought it might be a DeePBSP issue, so I sent the level to Jack Vermeulen (Deep). Here is part of his response:
Might be a standard ZDOOM distance/rendering issue - it's too big a PIA for me to look further. I've seen this several times. There are some levels where if you look into the distance you get exactly the same effect - even with ZDBSP. ZDOOMGL works ok, but not ZDOOM or GZDOOM. So clearly it's a coding issue that can be fixed.
I sent him the attached file. This one seems OK with GZDoom, and the problem, in this case, does go away with zdbsp but you can at least look at it with Zdoom and see if it's the same thing. It's a modified version of Ruma by Espi. The start spot has been placed to find the problem easily. Just load up the level and walk forward and right slightly and look towards the end of the corridor,

Posted: Mon Oct 10, 2005 13:09
by Graf Zahl
That looks like a broken node build. Too bad I can't test the original nodes with GZDoom but it wouldn't surprise me the least if it showed up there, too.
And it doesn't surprise me that ZDoomGL doesn't show these problems. It never checks the node's bounding boxes against the clipper - only against the entire view frustum so if such a problem exists it might just miss it.

@Cutmanmike: Without a more detailed description or an exact place in the level where to see it I can't help so please send me the level and a set of coordinates where to see the problem.

Posted: Mon Oct 10, 2005 18:15
by Cutmanmike
Emailing the level now. You can see the effect pretty much anywhere outside since it's covered with "sea". Right at the tip of the horizon you can see a slight HOM. If you jump in the water it's ALOT worse and can see it better. It wasn't like that before.

Posted: Mon Oct 10, 2005 18:17
by Graf Zahl
Why didn't you say so before?

Duplicate ( http://forum.drdteam.org/viewtopic.php?t=508 ) - and already fixed.

Posted: Mon Oct 10, 2005 18:31
by Cutmanmike
Doh! Well before you delete it, check out the camera texture bug with eatme since it's still there.