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Quirk with portals

Posted: Thu Jan 05, 2017 19:30
by Kappes Buur
When the player crosses the portal threshold, there is at times this annoying greenish flash.
That not seem to happen when backing up .

[edit] deleted videoclip

Is there a way to get rid of this ?

Re: Quirk with portals

Posted: Thu Jan 05, 2017 19:54
by Enjay
The "greenish flash" is clearly the player sprite viewed from behind. A still from your video:

Image

It's almost like the player is getting through the portal before the viewpoint is and you momentarily see the back of the player.

Re: Quirk with portals

Posted: Thu Jan 05, 2017 20:09
by Graf Zahl
The last issue causing this got fixed just today.

It was all caused by interpolation having the player not really where it's supposed to be and causing some checks being off and sometimes failing.

Re: Quirk with portals

Posted: Thu Jan 05, 2017 20:17
by Kappes Buur
Excellent :D
Thx

Re: Quirk with portals

Posted: Fri Jan 06, 2017 13:27
by Enjay
Using today's build from the dev builds site (gzdoom-x64-g2.4pre-39-gb11c8fe) I'm still seeing this issue. Should that version include the fix or has it not been committed yet?

Re: Quirk with portals

Posted: Fri Jan 06, 2017 15:56
by Edward-san
Can you reproduce with clean ini? If not, which settings must be activated?

Re: Quirk with portals

Posted: Fri Jan 06, 2017 17:33
by Enjay
Yup, installed to a completely clean directory and still got the effect.

Re: Quirk with portals

Posted: Fri Jan 06, 2017 21:12
by Kappes Buur
I downloaded GZD-x64 g2.4pre-31 and GZD-x64 g2.4pre-39, and as observed above,
the flash still happens intermittently. Notably the flash does not seem to occur
when backing out through the portal.
The videoclip was taken with GZD-x64 g2.4pre-39

Re: Quirk with portals

Posted: Sat Jan 07, 2017 1:09
by Graf Zahl
I really hope this was the last of those ugly edge cases with non-static line portals. Their entire setup makes it virtually impossible to properly determine if the player needs to be drawn or not because it may not only appear near the portal but also elsewhere in the scene if two spots connect that are visible from each other.

Re: Quirk with portals

Posted: Sat Jan 07, 2017 21:02
by Kappes Buur
It still happens with GZD-x64 g2.4pre-42. :(

Forgive my programming naiveté.
Does this flash have anything to do with the chasecam, since the image seems to be the back of the player.
And if it is, would it then be feasible to disable the chasecam for the duration of the portal transport?

Re: Quirk with portals

Posted: Sat Jan 07, 2017 21:22
by Enjay
Have you tried the new official release of 2.3.1 (which is newer than that build)? The new release fixes it for me and the Git changelog didn't mention the fixes until after the build you are trying was made.
fixed some edge cases with visible player sprites through non-static line portals. This required reinstating some code which I thought was no longer needed.

Re: Quirk with portals

Posted: Sun Jan 08, 2017 0:11
by Kappes Buur
I just downloaded and tried 2.3.1 and no glitch detected.
Fantastic, thanks Graf.
:thumb:

Re: Quirk with portals

Posted: Tue Jan 10, 2017 16:32
by Enjay
Warning: With the January 10 git builds, this map now causes a crash. Bug report submitted.