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Graphical error?

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SRB2-Playah

Ne'er-Do-Anythin'
I'm making a level to submit to the Dec. Contest. But, I appear to have run into some kinda problem.
There's a spot on the map where there's a graphical glitch, where a wall seems to 'stretch' accross the floor, Like if a linedef's front/back is set to the wrong sector. except it's the floor that's stretching accross floors. (It's a sky level. It's the sky graphic on the floor that's doing it.)
But, I just can't figure out what's causing it!
None of the linedefs are set to the wrong sector, All visible linedef sides have a texture set, I've tried deleting, and replacing linedefs... (With 'split linedef'.)
I just can't figure it out! :x
Is this just a graphical error that should be ignored?
(I'd provide screenshots, but I'm not sure if it's against the rules or not to post screenshots of contest entrys.)
 
Send me the wad and I'll look at it.

Posting screenshots of contest entries is fine, they don't have to be secret.
 
Come to think of it, I recently had a problem with my entry, too... I had this large room with both ceiling and floor set to F_SKY1. Innocent enough, except the Ceiling F_SKY1 wasn't showing up right in Software mode; instead it acted like it had a missing texture, with all those afterimages and the like. Oddly enough, looking up high enough fixed the problem, until you lowered your view back down again. Weirder still, changing one of the flats fixed the problem entirely.

I've since gone ahead and fixed the glitch by making the ceiling have a normal flat on it. Not exactly what I wanted, but it works. I've got the glitched WAD saved seperately, so if you want it, just ask.
 
Is this sector next to a thok barrier and does it have an FOF in it?

If the answer to both questions is yes, it's a known bug. I got around it in Sky Walkways Zone by making a "thok barrier barrier."
 
No, actually, it's a large, square sector, with nothing inside of it, surrounded by a single sector that's surrounded by a single thok barrier (but that surrounding sector doesn't have F_SKY1), and no FOFs were put in at the time. So, it can't be that.

The surrounding sector, the one sandwiched between the thok barrier and the glitchy one, might have another sector in it that I used for decoration (little pipe things), but no FOFs.
 
It's because software has trouble rendering the sky on the ceiling and floor at the same time, and somehow Mystic's been getting around it with his clever Thok Barrier trickery... :?
 
In order to create an open-sky area like Aerial Garden, the trick is that the thok barrier needs to have a floor other than F_SKY. As long as the thok barrier has a floor texture, it will still work right. That's why AGZ has that ring of ruins that you can't land on or do anything to around the entire stage. It's the thok barrier. It's a rather annoying quirk, but at least there is a workaround.
 
That I know, and the thok barrier doesn't (to my knowledge) have F_SKY1 as a floor OR ceiling. It's just the one sector in the middle. It doesn't have anything special set up in it (IE: you can walk on the sky, giving the song "Walking in the Air" a whole new meaning), but it's still glitchy.

Maybe I should run it through WadAuthor... Now that it has ZDOOM's BSP thing instead of its own crappy nodebuilder, I shouldn't be getting those big gaping holes in the walls when I use OpenGL...
 
Try using Zennode. I'm a big fan of it as a nodesbuilder, and it almost never gives me problems.
 
I tried using Zennode before with Doom Builder. The thing wouldn't build.

Given that I have ZDBSP running and that it usually doesn't create any anomalies, I don't really have much need to change...
 
Nothing, really; Doom Builder just replies with "couldn't build nodes".

I've figured out my major error (didn't remove the -R from ZDBSP's command line), so I'd fix it and see if that works, but right now my integrated graphics card is crapping out on me (it seems to think I don't have a driver installed!...) so I'mml have to attend to that. It's the only graphics card I've got, and I can't buy a new one without buying a new mobo to boot (the mobo lacks anything but PCI slots, from what I can see, and those have long since been replaced with AGP, and lately PCI-e, as far as graphics cards are concerned), so losing it would mean that this computer would be SEVERELY crippled. Like, moreso than usual. Seriously. I'm already noticing slower internet browsing and a lack of standby mode, of all things.

EDIT: Okay, now that the crisis has been averted (roll-backs make the world go 'round... well, in the case of an emergency, at any rate)... nope, same problem as before.

I get "Waiting for Nodebuilder to complete..." for a few seconds, then an error message, saying:

Error Message said:
The nodebuilder did not build the required structures. Please ensure you do not have any errors in your map!

Your map will be saved without the nodes.
Except the map DOESN'T have any errors in it (or anything worth mentioning, either, but that's beside the point). Hence, why I don't use ZenNode.
 
That happens to me sometimes too when I use Zennode with DB. The easiest way (courtesy of FuriousFox) is to just set Zennode to open .wad files.
 
I got that error as well when I tried to save a map of mine recently, Shadow Hog. I knew there were no errors in my map structure, as I thoroughly checked it over roughly twenty times. It turned out I was missing a player one start. I don't know why it was giving me a nodebuilder error for a missing player start when it could just as well have told me there was no damned start there, but that's what it did.

(Obligatory arse-covering statement: Note that I don't have a clue what nodebuilding does, so for all I know it could be a valid error message. If someone could clear that up for me that'd be great.)

As for your integrated graphics issue, I'm quite sure they still sell PCI video cards. At least they still did when I got my GF4 MX 440 a year ago.
 
I meant what does ZenNode's error message say. I don't trust map editors to build nodes (neither WadAuthor nor Doom Builder seem to get it right most of the time). I recommend you use ZenNode at the command line the way it was supposed to be used, because sometimes it does fail, and its error message can help you figure out why.

Nodesbuilding involves dividing up sectors into smaller polygons (subsectors) that are easier for the game to manage. It also involves building a blockmap, which divides the entire span of the map into 128x128 blocks and specifying which linedefs are partly (or entirely) in that block. Finally, it creates a reject map, which is a quick test of whether a sector can be seen from another. This test can have false positives, but no false negatives; it is based only on the arrangement of lines in the map.

As a result, you have to rebuild nodes anytime you:
  • Add, delete, or move a vertex
  • Change a linedef's front or back sector
Things have nothing to do with it. Tets, you provide a good example of why I don't trust map editors to build nodes for me. ZenNode alone would not give you an error in that situation.
 
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