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Need Some Help

Posted: Mon May 30, 2011 7:33
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.

Re: Need Some Help

Posted: Fri Jun 03, 2011 4:59
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!!!

Re: Need Some Help

Posted: Sun Jun 05, 2011 20:26
by Graf Zahl
So what was the problem. Of course I give a shit but I was on vacation for the last week.

Re: Need Some Help

Posted: Thu Jun 09, 2011 10:24
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.

Re: Need Some Help

Posted: Thu Jun 09, 2011 14:18
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. ;)

Re: Need Some Help

Posted: Wed Jun 15, 2011 2:05
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