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Nodebuilder Problem - UTNT Map02

Posted: Sat Nov 29, 2008 12:20
by Tormentor667
I just fixed a few things for the v1.05 version of UTNT (fully Skulltag compatible) and well, I seem to have a serious problem with the nodebuilder at the moment. I am using ZDBSP1.9 with the following settings:

Code: Select all

zdbsp -x -z -w -b -r tnt02.wad -o tnt02_gl.wad
And that's what happens when I play the map with GZDoom 1.1.6 (or the latest one, same problem in Skulltag), this problem hasn't been there before by the way, so maybe I am doing something wrong when I build the nodes:
Image

Posted: Sat Nov 29, 2008 19:14
by Jive
Graf said me that the values to use were :
zdbsp.exe -z -x -b -r

Posted: Sat Nov 29, 2008 19:56
by Enjay
Jive wrote:-z -x -b -r
Tormentor667 wrote:-x -z -w -b -r
The only difference is the -w and all that does show warning messages.

Posted: Sat Nov 29, 2008 21:15
by Jive
Enjay, please, let me tell you how thankful I am for all of that you have done for the community, since a so long time, and for all the good time I had thanks to you !

Thank you to don't answer me, and to put this homage in your pocket silently !!!

Posted: Sun Nov 30, 2008 21:31
by Tormentor667
Whatever, that's definitely not the solution

Posted: Mon Dec 01, 2008 5:59
by Jive
I think so strange to find here a veryyyyyyyyyy old bug of Doom Legacy...
I know that Graf is capable to solve it (because Thierry van Elsuwé answered me, at that time, that it was a tedious bug, needing to write from scratch a new engine for the OpenGl mode, and Graf made it on his side.
Or... he used bugged parts of Legacy?!? (lol, I'm kidding)

Whatever, so strange bug, very hideous !!!

Posted: Mon Dec 01, 2008 12:49
by Graf Zahl
Can you please post map coordinates so that I can investigate myself?

Posted: Mon Dec 01, 2008 13:19
by Tormentor667
I will upload the current build later this evening and send you a pm so you can test it on your own. It's right at the start of TNT02 then.

Posted: Tue Dec 02, 2008 1:00
by Graf Zahl
This is not a nodebuilder problem.

What's interesting is that the glitch only happens when there's weather effects in the skybox. I'll assume that the old version did this differently so that the glitch didn't show.

This seems to be an engine related problem but it's a bit weird that it manifests itself in such a strange manner.

Posted: Tue Dec 02, 2008 11:43
by Tormentor667
The weather effects are now being spawned with DECORATE only, before they were spawned through ACS, don't know if this info helps though. So, there is nothing wrong with the nodes or the map at all?

Posted: Tue Dec 02, 2008 18:28
by Graf Zahl
No, it doesn't look that way. Something about the weather effects seems to cause problems with the depth buffering but so far I have no idea what precisely.

Posted: Wed Dec 03, 2008 9:04
by Tormentor667
Definitely a strange effect