Running into a small anomaly with Tormenter's Stronghold mod

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Espio
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Running into a small anomaly with Tormenter's Stronghold mod

#1

Post by Espio » Sat Sep 09, 2017 2:18 pm

Anytime I try to start it up in Software mode for single player, I run into this:

https://imgur.com/a/wxAGw

(Don't mind Samsarahold, it happens regardless vanilla or not)But if I connect to a server, skyboxes are completely normal. Edit: NOPE, this is a concurrent issue regardless of sp/online play. I'll assume it was something changed in GZDoom. Fucking hell.

No OpenGL is never an option for me still, so that's automatically out the window.

Konda
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Re: Running into a small anomaly with Tormenter's Stronghold mod

#2

Post by Konda » Sat Sep 09, 2017 3:44 pm

I'm not sure if this is why it doesn't work in software but Stronghold may have used an "OpenGL skybox" in that map: https://zdoom.org/wiki/Skybox#OpenGL_skyboxes

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Komodo
 
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Re: Running into a small anomaly with Tormenter's Stronghold mod

#3

Post by Komodo » Sat Sep 09, 2017 10:14 pm

Yeah skyboxes defined in GLDEFS don't work in software renderer.

For now just type:

Code: Select all

changesky TNT2_N
in the consol at the start of every map.

After you get sick of that sky try:

Code: Select all

changesky ORBIT_N

and

Code: Select all

changesky MID_N
They are not tiled well but at least they are better than that checkerboard.

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Ænima
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Re: Running into a small anomaly with Tormenter's Stronghold mod

#4

Post by Ænima » Sun Sep 10, 2017 12:47 am

yeah it's because of the 3d skybox cube

IMO software should just use the "top" texture of the cube and just tile it.
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Empyre
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Re: Running into a small anomaly with Tormenter's Stronghold mod

#5

Post by Empyre » Sun Sep 10, 2017 1:46 am

Ænima wrote:yeah it's because of the 3d skybox cube

IMO software should just use the "top" texture of the cube and just tile it.
Or maybe it could use the sides, and treat them like one long texture.
"For the world is hollow, and I have touched the sky."

Konda
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Re: Running into a small anomaly with Tormenter's Stronghold mod

#6

Post by Konda » Sun Sep 10, 2017 3:41 am

Or it could emulate the entire thing as a cube sector which contains all those sides as flats/textures with a SkyViewpoint actor inside of it.

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Espio
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Re: Running into a small anomaly with Tormenter's Stronghold mod

#7

Post by Espio » Tue Sep 12, 2017 2:29 pm

But they used to work, kinda. Not the way they were designed to but whichever version 2.1.2 of Zandy used based off GZDoom it still got ahold of one of the skybox texture files to render instead of nulling it completely.

Konda
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Re: Running into a small anomaly with Tormenter's Stronghold mod

#8

Post by Konda » Tue Sep 12, 2017 3:36 pm

It's probably just based zdoom devs changing how things work out of the blue again.

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