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IDProjectCategoryView StatusDate SubmittedLast Update
0002657Zandronum[All Projects] Bugpublic2016-03-03 22:332024-01-29 18:53
ReporterBorg 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusresolvedResolutionfixed 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version2.1 
Target VersionFixed in Version 
Summary0002657: Extended nodes are ignored by Zandronum 2.1
DescriptionZandronum seems to ignore Extended Nodes (XNOD or ZNOD).
I noticed following code that make this actualy happen (p_setup.cpp, 4081):

UsingGLNodes = true; // There really is no point in building non-GL nodes

ZDoom is lacking such a code. I wonder now why this is so...
Software renderer is still fully supported, right?
Is Zandronum internal node builder is superior to ZDBSP?
I should not really care?
Steps To ReproduceBuild a map with your favorite DOOM map editor.
Issue command: zdbsp -X -r <map.wad>
Run zandronum. You will noticed this error on console:
This map has an incomplete BSP tree.

Try the same with ZDoom and everything will be fine.
Attached Files

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-  Notes
User avatar (0014541)
Dusk (developer)
2016-03-03 22:52

Zandronum only got extended nodes in 3.0 to my knowledge. Try your example wad in the latest 3.0 beta build, it should produce no such error message.
User avatar (0014548)
Borg (reporter)
2016-03-04 15:07
edited on: 2016-03-04 15:16

Hmm, its interesting what you say. Extended nodes are old stuff...
The code is already there and its working.
Notice the condition of !UsingGLNodes with only should be set
to true when GL Renderer is used, not always.
But yes, Zandronum 3.0 works fine, no complain about BSP tree.
I checked the source code and line forcing UsingGLNodes=true is gone..
I wonder if there will be a bugfix 2.1 release ? :) 2.1.3

        if (map->MapLumps[ML_ZNODES].Size != 0 && !UsingGLNodes)
        {
            map->Seek(ML_ZNODES);
            idcheck = MAKE_ID('Z','N','O','D');
            idcheck2 = MAKE_ID('X','N','O','D');
        }

        if (id == idcheck || id == idcheck2 || id == idcheck3 || id == idcheck4)
        {
            try
            {
                P_LoadZNodes (*map->file, id);
            }

User avatar (0014580)
StrikerMan780 (reporter)
2016-03-16 12:58

GL Nodes are necessary in software in later builds thanks to the Textured Automap.
User avatar (0014581)
Borg (reporter)
2016-03-16 17:16

Its still sounds inconsistent to me.
Is Textured Automap a new feature? If yes, why Zandronum 3.0 doesnt
force GL Nodes just like 2.1?
If its old stuff.. why forcing was removed then?
User avatar (0015055)
Borg (reporter)
2016-06-08 08:11

So, any news in this case?
None really cares?

I see it as a major issue... At least until someone tell me that
extended nodes arent that good after all.
User avatar (0015056)
Edward-san (developer)
2016-06-08 08:16

Which version of ZDoom did you check? What about GZDoom r900 and GZDoom 1.8.6?
User avatar (0015059)
Borg (reporter)
2016-06-08 16:03

I tested ZDoom 2.7.1, Zandronum 2.1.2 and Zandronum 3.0
The problem is only in Zandronum 2.1.2
I do NOT want test GZDoom, as problem is related to Software Renderer.

I see 3 reasons why nobody picked it up:
1) Most people play on OpenGL
2) There are very few map using extended nodes
3) Most people do NOT read console error logs
  Until maps load and games run, its all right.

I personaly see it as a kind of typo.
It was corrected in Zandronum 3.0 (read comments above).
I still feel that this deserves 2.1.3 release..
No other bugs that can be pulled to 2.1.3 release?
User avatar (0015060)
Edward-san (developer)
2016-06-08 17:35

Quote
I do NOT want test GZDoom, as problem is related to Software Renderer.


You can use the software renderer in GZDoom: 'vid_renderer 0' in console, then close the program and rerun.

Please check again and report back.
User avatar (0023038)
Ru5tK1ng (updater)
2024-01-29 18:53

As per the comments in here, this was fixed in 3.0

Issue Community Support
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- Issue History
Date Modified Username Field Change
2016-03-03 22:33 Borg New Issue
2016-03-03 22:52 Dusk Note Added: 0014541
2016-03-03 22:52 Dusk Status new => feedback
2016-03-04 15:07 Borg Note Added: 0014548
2016-03-04 15:07 Borg Status feedback => new
2016-03-04 15:16 Borg Note Edited: 0014548 View Revisions
2016-03-16 12:58 StrikerMan780 Note Added: 0014580
2016-03-16 17:16 Borg Note Added: 0014581
2016-06-08 08:11 Borg Note Added: 0015055
2016-06-08 08:16 Edward-san Note Added: 0015056
2016-06-08 08:16 Edward-san Status new => feedback
2016-06-08 16:03 Borg Note Added: 0015059
2016-06-08 16:03 Borg Status feedback => new
2016-06-08 17:35 Edward-san Note Added: 0015060
2016-06-08 17:35 Edward-san Status new => feedback
2024-01-29 18:53 Ru5tK1ng Note Added: 0023038
2024-01-29 18:53 Ru5tK1ng Status feedback => resolved
2024-01-29 18:53 Ru5tK1ng Resolution open => fixed






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