[g2.3pre-306-gd36993a] Portals not visible

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Lud
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[g2.3pre-306-gd36993a] Portals not visible

Post by Lud »

Same line setup works in latest version of ZDoom, but not in latest version of GZDoom. I even tried with a much older version of GZDoom (before updating; forgot to save version info). Neither Visual, nor Interactive types of portals show up. They work, though, and bullets pass through the interactive portal.

Test WAD: Clickity click click.

Player starts facing the invisible portal.

(Off-topic: Lud from ZDoom here. Someone had taken my username 3 years ago. The hell?)
Last edited by Lud on Sun Nov 13, 2016 18:34, edited 1 time in total.
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Rachael
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Re: [g2.3pre-306-gd36993a ]Portals not visible

Post by Rachael »

Luddy wrote:(Off-topic: Lud from ZDoom here. Someone had taken my username 3 years ago. The hell?)
Don't know who that was but named them "Lud-inactive". They pretty much hit-and-run posted and then left.
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Lud
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Re: [g2.3pre-306-gd36993a ]Portals not visible

Post by Lud »

Well, it certainly ain't me. I registered only on ZDF in February. Been a lurker for a long time, though.

As for the bug, it seems to happen in GZDoom 2.2.0, too. I updated drivers and all that, but the issue persists and I can't seem to figure out why exactly. Tried starting the game with clean.ini, tried windowed mode just in case, but nothing seems to work.
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Re: [g2.3pre-306-gd36993a ]Portals not visible

Post by Rachael »

If you want to register Lud it's open now.
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Re: [g2.3pre-306-gd36993a ]Portals not visible

Post by Lud »

A thousand thanks, Eruanna! Feels good to be myself. :D
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Re: [g2.3pre-306-gd36993a] Portals not visible

Post by FishyClockwork »

It seems it's only portal lines who's front and back sector heights are the same (or same sector) which are problematic while different heights of a portal line seem to work normally.

Test map:
EDIT: Removed attachment.

The portal in front is a "same heights" portal and you can't see through in GZDoom. The portal on the right is a "different heights" portal and you can see through that one.

Tested with GZDoom g2.3pre-306-gd36993a
Last edited by FishyClockwork on Fri Nov 25, 2016 14:36, edited 1 time in total.
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Lud
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Re: [g2.3pre-306-gd36993a] Portals not visible

Post by Lud »

Sorry to bump so soon, but could this please get a look at because it's stopping a lot of people from making maps with portals due to the fact that GZDoom does not display them? Or could we at least get a bit more developer information on the topic? Thanks.
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Re: [g2.3pre-306-gd36993a] Portals not visible

Post by Graf Zahl »

So what, 'a lot of people' are making portals on lines with both sides in the same sector?
That's news to me.

It had nothing to do with sector height, the problem was simply that the front and back sector were the same and as a result the line got optimized out early.
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Re: [g2.3pre-306-gd36993a] Portals not visible

Post by Lud »

Darn, ya made me get up from bed to test this, lol. Okay, different case. This map.

Start it, kill monsters with console, go to southern room where the portal is and notice how behind the lava effect there is no visualisation of the other side of the portal. Pretty sure those are in completely different sectors. Works in ZDoom, fails badly in GZDoom.

EDIT: I see you fixed it. Thanks, Graf!

EDIT II: In case you still test the map, the Gatekeeper might not die from the command. IDK why, DECORATE code's probably borked. You should enter the room without noclip so he can see you and then you use the command successfully. If you use -nomonsters, use pukename RaisePortal to activate the gateway raising script.
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Lud
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Re: [g2.3pre-306-gd36993a] Portals not visible

Post by Lud »

Doubleposting because it's important and edit might not cut it.

I made a simple map. Two squares, two linedefs, each leading to the other square. Map was specifically built in GZDoom : Doom 2 (UDMF) format using GZDB. Again, it works in ZDoom, does not work in GZDoom. Could I please have a compiled build from the newest repo? I don't have the software to do it myself. I need to test this because I'm not sure whether or not I should restrict portals in the 20 monsters project. It might mess things up if a map breaks in GZDoom. Thank you.
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Re: [g2.3pre-306-gd36993a] Portals not visible

Post by Rachael »

Lud wrote:Could I please have a compiled build from the newest repo?
Do you need 32-bit or 64-bit? How about one with ZScript?

Sorry. I know it's shameless, but sometimes important things like this do trigger a build.
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Lud
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Re: [g2.3pre-306-gd36993a] Portals not visible

Post by Lud »

32-bit will do fine if you can't compile 64-bit. I've tested on both before so it doesn't matter in this case, I guess.

EDIT: I'll try with QZDoom. Thanks.

EDIT II: Oh, I see there is 64-bit. I'm used to the longer names so it took me a while this time. Heh.
Last edited by Lud on Fri Nov 18, 2016 0:15, edited 1 time in total.
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Re: [g2.3pre-306-gd36993a] Portals not visible

Post by Rachael »

Check the links. They already have the latest commit built in.
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Lud
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Re: [g2.3pre-306-gd36993a] Portals not visible

Post by Lud »

Portals work in the newest build of QZDoom, which is QZDoom-q1.1pre-186-gbac3ae3-x64.

EDIT: Confirmed, it does work with it. I have no idea what to make of all this. QZDoom 1.0 does not render portals, GZDoom 2.2.0 doesn't render portals, either...but the newest dev builds do. Does this mean stable GZDoom isn't so stable? 2.2.1 coming soon to a download page near you? I'm hella confused here.
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Re: [g2.3pre-306-gd36993a] Portals not visible

Post by Lud »

Final post and I'm going to bed cause I'll collapse soon. I had to test this thing. Couldn't leave it at that.

Okay. So, to sum it up...

GZDoom 2.2.0 - no portals.
QZDoom 1.0 - no portals.
QZDoom-q1.1pre-109-g9820a6c-x64 - no portals.
GZDoom-ZScript-g2.3pre-675-g4e67a5e-x64 - portals work.
QZDoom-q1.1pre-186-gbac3ae3-x64 - portals work.

In that case, I consider the portals to be working with the newest and not-yet-released dev build of GZDoom (non-ZScript). Graf, should we expect 2.2.1 anytime soon or is this issue too small for such a release?
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