[FIXED] Vanilla deep water effect and bridge
Hello,
there are a few things that I have been missing in both TNT and plutonia levels. One of them is the deep water effect from the vanilla doom engine, which is used on TNT map31, in the very end, and the other one is in plutonia's map02 (self referenced sector in the bridge). Are these "bugs" going to be correctly rendered in doomsday's engine, since such bugs were used for IWAD level design? Or maybe, is there a compatibility flags for these?
http://i.imgur.com/tyzOfqD.png
Thank you!
there are a few things that I have been missing in both TNT and plutonia levels. One of them is the deep water effect from the vanilla doom engine, which is used on TNT map31, in the very end, and the other one is in plutonia's map02 (self referenced sector in the bridge). Are these "bugs" going to be correctly rendered in doomsday's engine, since such bugs were used for IWAD level design? Or maybe, is there a compatibility flags for these?
http://i.imgur.com/tyzOfqD.png
Thank you!
Comments
If all goes well, support for that particuar group of rendering hacks could be restored very soon.
(Taken from the current master and available in the next unstable build)
Howzat?
The latest unstable build adds support for all known variants of the former. The latter is still unsupported.
I must say that I wasn't quite expecting today's build to have happened so early as I had intended to make further changes (e.g., implement an algorithm for missing-texture hacks). (A comprehension problem on my part, I don't tend to think of 2:00AM Friday morning as Friday.)
Since that change I haven't rechecked the bridge area in TNT MAP31. I also haven't looked at av.wad at all yet. Thus far I have concentrated on checking mods like requiem (which is famous for this stuff), ksutra (which has some particularly complex variants) and more. This is where I'll need assistance from the users as there is obviously only so much time I can personally devote to hunting through mods for map hack support issues.
As Vermil mentioned there are various logical types of map hack construct and as yet, support for only the most common strain of self-referencing hack has been implemented. Those which utilize overlapping sectors to yield "extra" planes (such as the teleporter area in requiem MAP31) require a different approach to support correctly.
However, this map hack support logic is entirely dependent on the BSP builder attributing sectors correctly/uniformly. If this fails then this will affect the map hack support also and may even create problems where none existed previously. In order for this to work 100% correctly, every part of the process needs to do it's job.
In my devblog update on Monday I intend to talk more about this stuff. For now though I'll checkout the problem in TNT MAP31 (which I suspect is BSP related) and av.wad...
Looking at the change log for build 965 it would appear that it is missing a commit I made at 4:00AM which is vital to rendering this area correctly (which indeed it does in the current master, I double checked). Clearly then you'll have to wait until the next build to see this area fixed for yourselves.
Quick question: was one of the tricks you could do with the "deep water" hack was make invisible bridges? I did some more running around with the latest Doomsday build and got to the invisible bridge in Plutonia Map03. This wasn't showing up correctly beforehand, right?
(another notable invisible bridge was near the end of Map02 in Plutonia, that had those raised stakes showing you where the bridge was)
Because wow, this area (in the pic below) looks awesome on Doomsday (no add-ons or anything, which makes it all the more impressive). I'd even recommend that for one of the image banners used on the top of the Doomsday site.
You will still find the odd issue with this class of hack in build 968, however I've since solved most of the remaining cases (e.g., av.wad MAP01/MAP11).
There is another vanilla hack used in tnt31 and tnt02 which is still missing, although, the lack of it doesn't give weird graphical glitches so maybe there is not much to worry here, look at the arachnotrons standing still in tnt31 and the "window" in tnt02. I will make another topic of that later.
Those two use variants of the "missing texture" map hack and are not yet supported. I discuss my plan to work on these next in my devblog update which I'll post later on this evening.