MantisBT - Zandronum
View Issue Details
0002657Zandronum[All Projects] Bugpublic2016-03-03 22:332024-01-29 18:53
Borg 
 
normalminoralways
resolvedfixed 
MicrosoftWindowsXP/Vista/7
2.1 
 
0002657: Extended nodes are ignored by Zandronum 2.1
Zandronum 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?
Build 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.
No tags attached.
Issue History
2016-03-03 22:33BorgNew Issue
2016-03-03 22:52DuskNote Added: 0014541
2016-03-03 22:52DuskStatusnew => feedback
2016-03-04 15:07BorgNote Added: 0014548
2016-03-04 15:07BorgStatusfeedback => new
2016-03-04 15:16BorgNote Edited: 0014548bug_revision_view_page.php?bugnote_id=14548#r8811
2016-03-16 12:58StrikerMan780Note Added: 0014580
2016-03-16 17:16BorgNote Added: 0014581
2016-06-08 08:11BorgNote Added: 0015055
2016-06-08 08:16Edward-sanNote Added: 0015056
2016-06-08 08:16Edward-sanStatusnew => feedback
2016-06-08 16:03BorgNote Added: 0015059
2016-06-08 16:03BorgStatusfeedback => new
2016-06-08 17:35Edward-sanNote Added: 0015060
2016-06-08 17:35Edward-sanStatusnew => feedback
2024-01-29 18:53Ru5tK1ngNote Added: 0023038
2024-01-29 18:53Ru5tK1ngStatusfeedback => resolved
2024-01-29 18:53Ru5tK1ngResolutionopen => fixed

Notes
(0014541)
Dusk   
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.
(0014548)
Borg   
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);
            }

(0014580)
StrikerMan780   
2016-03-16 12:58   
GL Nodes are necessary in software in later builds thanks to the Textured Automap.
(0014581)
Borg   
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?
(0015055)
Borg   
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.
(0015056)
Edward-san   
2016-06-08 08:16   
Which version of ZDoom did you check? What about GZDoom r900 and GZDoom 1.8.6?
(0015059)
Borg   
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?
(0015060)
Edward-san   
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.
(0023038)
Ru5tK1ng   
2024-01-29 18:53   
As per the comments in here, this was fixed in 3.0