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Weird HOM error

Posted: Wed Jul 08, 2015 3:43 pm
by Thomas
I posted a topic about this some years ago about weird HOM errors, back then I don't believe there was a definitive answer, so I am asking this again, to see if others also experience this and maybe have a proper solution.

So sometimes I am having weird HOM effects in some of my maps. It usually only happens in bigger maps with linedef count over 15000. The HOM is not the same as when a sector is not closed. It does not follow the boundaries of any sector, in fact, it can be any crazy shape, but it always happens in the same spot. Now the solution is even stranger: If I make a new sector in the map in some random place (it doesn't seem to matter where, it can be really far away from the problematic area) the HOM is gone. The HOM will likely return after some more editing later at the exact same spot with the exact same shape and the same solution.

Anyone know what this could be? Something to do with the nodebuilder maybe? Or maybe it is a hardware/software problem specific to me and nobody else ever experienced this? Or a bug?

RE: Weird HOM error

Posted: Thu Jul 09, 2015 10:17 am
by Vincent(PDP)
I've experienced "free flying" HOMs when playing some of my maps on the Doom95 engines, but not in Zandronum/Skulltag?

RE: Weird HOM error

Posted: Thu Jul 09, 2015 12:36 pm
by Ænima
Vincent(PDP) wrote: I've experienced "free flying" HOMs when playing some of my maps on the Doom95 engines, but not in Zandronum/Skulltag?
Unclosed sector?

RE: Weird HOM error

Posted: Thu Jul 09, 2015 2:41 pm
by Guardsoul
It´s a nodebuilder problem. I usually see them when creating caves or outdoor zones where linedefs are all messed up. To fix it move a vertex here and there where the hom appears, that should fix it. Beware that fixing that one you could create another hom somewhere near it. It´s a tedious thing to fix, I know.

RE: Weird HOM error

Posted: Thu Aug 27, 2015 4:10 am
by Thomas
Sorry for the bump but vacation etc :P.
Guardsoul wrote: It´s a nodebuilder problem. I usually see them when creating caves or outdoor zones where linedefs are all messed up. To fix it move a vertex here and there where the hom appears, that should fix it. Beware that fixing that one you could create another hom somewhere near it. It´s a tedious thing to fix, I know.
Yeah I was suspecting it had something to do with the nodebuilder. Do you know if there will ever be a fix for this problem as I have been experiencing it for years now.

RE: Weird HOM error

Posted: Thu Aug 27, 2015 9:56 am
by Guardsoul
I dont know. That would only happen if MaxEd or someone else does something with it but that isnt very likely to happen.