Need Some Help

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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ddraig
Posts: 9
Joined: Mon Nov 26, 2007 22:50

Need Some Help

Post by ddraig »

Hello,

This is bilboohicks, the scoredoom dev. As you may know I based scoredoom off a now ancient build of gzdoom (1.0.29).

I have found a weird bug which happens in vanilla gzdoom 1.0.29, but not in vanilla gzdoom 1.1.00. I noticed it happens in Deus Vult 2 when certain sectors lower to the floor, and when my add-on pack is loaded.
What happens is that when the sector is lowered all the way, the resultant floor texture is missing. I'm not a mapper, so I'm kind of perplexed. I've found that when I take content out of the add-on pack wad gradually, that eventually fixes it. I've deduced (I think) that it is related to the total lump count being over 32786 that this starts happening. I know there is a limit with Boom and segcounts @ 32768, but I cant seem to see a connection.

I was hoping someone could at least point me in the general direction (in SVN maybe) of what this could be, and its fix, since gzdoom 1.1 has it working. I realize I'm talking about an older build of gzdoom, so I'm cool if you want to tell me to stuff it ;-)


I have an example: DVII, Map 21, Unholy Cathedral, right near where the chaingun over the pentagram trap is.

I activated a line special 200 via a switch and a bookcase drops, revealing the skybox (taken in scoredoom, but happens in vanilla 1.0.29 too)

This
Image

goes to:
Image

This causes crashes sometimes too, especially in scoredoom where actors/ custom player cross over the void.

Again, thanks for any pointers/help.
ddraig
Posts: 9
Joined: Mon Nov 26, 2007 22:50

Re: Need Some Help

Post by ddraig »

Fixed it. One line of code, short-> int.

I would go into more details, but don't think anyone gives a shit :-)

yah, DV2 is working!!!
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Graf Zahl
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Re: Need Some Help

Post by Graf Zahl »

So what was the problem. Of course I give a shit but I was on vacation for the last week.
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Gez
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Re: Need Some Help

Post by Gez »

Dfloor::m_texture was a short in old versions, when there were too many textures it overflowed. It was increased to an int at some time during development, which raised the limits a lot.
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Graf Zahl
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Re: Need Some Help

Post by Graf Zahl »

Gez wrote:It was increased to an int at some time during development, which raised the limits a lot.

At "some point" is good. :mrgreen:
Fixing this cost me the better part of a day because it was not just this one place but present nearly everywhere in the source. Guess why FTextureID does not have any implicit conversions to and from int. ;)
ddraig
Posts: 9
Joined: Mon Nov 26, 2007 22:50

Re: Need Some Help

Post by ddraig »

A belated thanks again guys. And I didn't mean to be rude by suggesting you didn't give a shit. I just felt kinda bad for asking about such an outdated build.

But cool, I have not seen noticeable problems yet with anything else, so my fix is good so far. DV2 is such a good wad too, so glad to have it working properly
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