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Gzdoom problem in OpenGL mode

Posted: Wed Dec 22, 2010 18:40
by alc_136
hello guys, first of all excuse my bad writing in English, I speak Spanish.
Turns out I have a problem when playing EternalDoom3 with Gzdoom in OpenGL mode, some textures are transparent, which is not the case for example in the old ZdoomGL well in OpenGL mode.

I play the wad, but with some Decorate's, so I need to use the Gzdoom as ZdoomGL is desactualiado.

As I can solve this problem??

thank you very much for your attention ;)

Eternal Doom3 map04 on GZDooM

Image

[mod edit - Image re-hosted and fixed. Original posted at...
http://s3.subirimagenes.com:81/imagen/5689888gzdoom.png ]

Eternal Doom3 map04 on ZDooMGL

Image

Re: Gzdoom problem in OpenGL mode

Posted: Wed Dec 29, 2010 6:07
by NeoHippo
Since the GZDoom image does not show up, I played Eternall.wad myself with GZDoom r1146.
Every texture looks ok.

Image

Re: Gzdoom problem in OpenGL mode

Posted: Thu Dec 30, 2010 14:01
by Graf Zahl
OK, this is pretty much useless.

Re: Gzdoom problem in OpenGL mode

Posted: Thu Dec 30, 2010 23:14
by alc_136
hello guys. thanks for responding.

But your image is also missing textures. This approach looks at your catch.

Image

is exactly the same error that occurs in my image, using the latest version of GZdoom.

Image

but in the version of Gzdoom 1.032.708. as in ZDooMGL this error does not occur, but these versions have their outdated...

which will be the problem in new versions of Gzdoom? I urgently need a solution to this problem.
help please ...

Re: Gzdoom problem in OpenGL mode

Posted: Thu Dec 30, 2010 23:28
by Graf Zahl
The map has a bug in that place (2 linedefs overlapping) and apparently some code checking for render hacks gets confused by it.

Re: Gzdoom problem in OpenGL mode

Posted: Fri Dec 31, 2010 0:31
by alc_136
but this bug does not give problems in engines as Risen3D, GLBooM, ZdoomGL and old versions of GZdoom. and gives even fewer errors in the versions rendered by software

Re: Gzdoom problem in OpenGL mode

Posted: Fri Dec 31, 2010 0:47
by Graf Zahl
Which just means it's a recent render hack compensation that's causing problems here. I'll have to find it first before fixing though..

Re: Gzdoom problem in OpenGL mode

Posted: Fri Dec 31, 2010 1:34
by alc_136
thank you very much for responding Graf Zahl, well if you can find some solution to this please let me know, I am aware of any little help.

thanks, greetings ;)

Re: Gzdoom problem in OpenGL mode

Posted: Fri Dec 31, 2010 11:08
by Graf Zahl
fixed.

As expected the node builder was generating incorrect data around the overlapping linedefs which required some compensation code for generating a particular data structure.

Re: Gzdoom problem in OpenGL mode

Posted: Fri Dec 31, 2010 16:18
by alc_136
hello Graf Zahl, thank you very much for identifying the problem.

This bug will be fixed in the next version of GzDooM???

thank you very much for all the attention you have given to my problem.

Greetings ;)

Re: Gzdoom problem in OpenGL mode

Posted: Fri Dec 31, 2010 18:07
by Gez
Download r1151 from the SVN build site, and you'll get a fixed version.
http://svn.drdteam.org/gzdoom/

However, note that this new version is not compatible with old savegames. Your saves will not work with it.

Re: Gzdoom problem in OpenGL mode

Posted: Fri Dec 31, 2010 22:25
by alc_136
Hi Gez, thanks for the review.

in future versions and stable Gzdoom the problem discussed in this topic will be addressed?. or whenever I have to use the SVN r1151, I say in the matter of saving the game.

however this is progress, and I thank all of you who gave me help in this forum.

enjoying a happy new year. Greetings to all ;) ....

Re: Gzdoom problem in OpenGL mode

Posted: Sat Jan 01, 2011 19:55
by Rachael
You don't seem to see what SVN versions really entails.

When you use an SVN version, all of its features and fixes are ALREADY IN the next version. It's just not been released yet. You're playing what is essentially a beta.

In other words - you are already taking part in the development of GZDoom. You have already discussed its future, and this particular fix being in it. It will be in the next version, don't worry.

Re: Gzdoom problem in OpenGL mode

Posted: Mon Jan 03, 2011 3:08
by alc_136
Hello, Eruanna, thank you very much for the explanation.

now, waiting for the new version of GzDooM.

Greetings ;) ...

Re: Gzdoom problem in OpenGL mode

Posted: Wed Jan 05, 2011 20:09
by Rachael
alc_136 wrote:now, waiting for the new version of GzDooM.
Don't bother.

There's nothing wrong with using an SVN version of GZDoom to play your games. Sometimes it's more stable, sometimes it's less, but either way, it's really not much different from using a release version to begin with, other than having all the latest improvements and fixes.

Additionally, waiting for any version of (G)ZDoom ... takes a while.