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0000281Zandronum[All Projects] Suggestionpublic2011-02-05 04:442018-09-30 19:51
Puhax 
Torr Samaho 
normalfeatureN/A
closedfixed 
98d 
1.0 
0000281: Make 3d floors usable in competitive gamemodes.
As the summary says, 3d floors should be usable in competitive gamemodes, since the vote passed a year ago, and it hasn't been added yet, and I was told to post this suggestion in here.
No tags attached.
Issue History
2011-02-05 04:44PuhaxNew Issue
2011-02-05 10:20Edward-sanNote Added: 0000963
2011-02-05 14:46PuhaxNote Added: 0000964
2011-02-05 19:33Torr SamahoNote Added: 0000965
2011-02-07 02:37MinigunnerNote Added: 0000998
2011-02-07 02:49Torr SamahoNote Added: 0000999
2011-02-14 17:50GezNote Added: 0001085
2011-04-02 22:10Torr SamahoNote Added: 0001254
2011-04-02 22:36Torr SamahoAssigned To => Torr Samaho
2011-04-02 22:36Torr SamahoStatusnew => feedback
2011-04-03 00:51bluewizardNote Added: 0001256
2011-04-03 01:31Torr SamahoNote Added: 0001258
2011-04-03 06:10unknownnaNote Added: 0001260
2011-04-03 08:10unknownnaNote Edited: 0001260bug_revision_view_page.php?bugnote_id=1260#r652
2011-04-03 17:05Torr SamahoNote Added: 0001274
2011-04-05 17:26Edward-sanNote Added: 0001293
2011-04-06 00:34Torr SamahoNote Added: 0001294
2011-04-06 00:39Torr SamahoNote Edited: 0001294bug_revision_view_page.php?bugnote_id=1294#r670
2011-04-06 06:04Edward-sanNote Added: 0001297
2011-04-06 06:12Edward-sanNote Edited: 0001297bug_revision_view_page.php?bugnote_id=1297#r674
2011-04-06 08:50Edward-sanNote Edited: 0001297bug_revision_view_page.php?bugnote_id=1297#r675
2011-04-06 12:32Torr SamahoNote Added: 0001300
2011-04-07 01:02Blzut3Note Added: 0001302
2011-04-07 17:03Edward-sanNote Added: 0001308
2011-04-08 16:09Edward-sanNote Deleted: 0001308
2011-04-08 16:10Edward-sanNote Added: 0001312
2011-04-08 16:18Edward-sanNote Edited: 0001312bug_revision_view_page.php?rev_id=687
2011-04-08 16:39Edward-sanNote Edited: 0001312bug_revision_view_page.php?rev_id=688
2011-04-09 08:33Edward-sanNote Deleted: 0001312
2011-04-09 08:36Edward-sanNote Added: 0001315
2011-04-12 01:43Torr SamahoNote Added: 0001349
2011-04-12 09:01Edward-sanNote Added: 0001356
2011-04-12 21:33Edward-sanNote Edited: 0001356bug_revision_view_page.php?bugnote_id=1356#r704
2011-04-18 07:34Edward-sanNote Added: 0001394
2012-02-19 02:59Torr SamahoStatusfeedback => resolved
2012-02-19 02:59Torr SamahoFixed in Version => 1.0
2012-02-19 02:59Torr SamahoResolutionopen => fixed
2018-09-30 19:51Blzut3Statusresolved => closed

Notes
(0000963)
Edward-san   
2011-02-05 10:20   
Well, the important thing is that 3dfloors shouldn't interferee with players' movement (remember that 3dfloors are invisible to software players).

AFAIK, you can wait at least one year (or two), so skulltag updates zdoom code base to catch the 3dfloors implementation in software.
(0000964)
Puhax   
2011-02-05 14:46   
Well, mappers could always put midtextures around the 3dfloors so software users can "see" them, even if it looked ugly for software users, it would work.
(0000965)
Torr Samaho   
2011-02-05 19:33   
Since software 3D floors are on the horizon, I won't enable 3D floors in DM before Skulltag has software 3D floors. Once Skulltag has them, 3D floors will be available in all game modes.
(0000998)
Minigunner   
2011-02-07 02:37   
Well, 3DFloors have been implemented into the main branch of ZDoom. Perhaps if you can get permission (if needed), you can immediately port the 3DFloors to the next ST beta.
(0000999)
Torr Samaho   
2011-02-07 02:49   
> Well, 3DFloors have been implemented into the main branch of ZDoom.

This is exactly what I linked above.

> Perhaps if you can get permission (if needed), you can immediately port the 3DFloors to the next ST beta.

The changes are intertwined with other ZDoom changes Skulltag doesn't have yet.
(0001085)
Gez   
2011-02-14 17:50   
There wouldn't be any reason to ask permission for the 3D floor code. The only code from that branch that's subject to special permission is the FraggleScript code, which is normally under the term of the GPL but granted a special derogation to be used in ZDoom or derivatives as long as the source code remains open. This code, however, isn't in any way needed to make the 3D floors work -- it was added to allow to play Doom Legacy maps correctly, since this is the other port to have had software 3D floors.
(0001254)
Torr Samaho   
2011-04-02 22:10   
kgsws thankfully wrote a patch that adds software 3D floors to GZDoom revision 323. It was only little work to apply this patch to the latest Skulltag version, so it now supports software 3D floors. As a consequence, I removed the gamemode limitation, i.e. you can use 3D floors in all game modes now. The software renderer warning is also gone.

Here is a new and nearly untested binary with the new features. If it survives some basic testing, I'll prepare a new official beta build soon.
(0001256)
bluewizard   
2011-04-03 00:51   
Aye so 3D floors are viewable through the software renderer in the next release?
(0001258)
Torr Samaho   
2011-04-03 01:31   
If it works well enough in the testing build I posted above, support for 3D floors in software will be in the next public release. Note that like in ZDoom sloped 3D floor are not supported in software.
(0001260)
unknownna   
2011-04-03 06:10   
(edited on: 2011-04-03 08:10)
I noticed that items with the FLOATBOB flag applied to them will ignore the 3D floors. They bob into the floors. They don't do this in OpenGL. I noticed this in MRQ3DM17_gz.wad.

(0001274)
Torr Samaho   
2011-04-03 17:05   
> I noticed that items with the FLOATBOB flag applied to them will ignore the 3D floors. They bob into the floors. They don't do this in OpenGL.

kgsws told me that this is expected and that it's the same in ZDoom.
(0001293)
Edward-san   
2011-04-05 17:26   
I made crash skulltag with latest skulltag build (r3136 linux x64) with software mode:
1)download 3dterror.wad here:'http://doomworld.com/idgames/index.php?id=16142 [^]'
2)open map01
3)...
4)profit!

It doesn't happen in other ports supporting 3d floors.
(0001294)
Torr Samaho   
2011-04-06 00:34   
(edited on: 2011-04-06 00:39)
> It doesn't happen in other ports supporting 3d floors.

In particular, this means that it works properly in ZDoom, right?

EDIT: The map doesn't crash at start-up for me offline with the software renderer using 3136.

(0001297)
Edward-san   
2011-04-06 06:04   
(edited on: 2011-04-06 08:50)
Yes, it works properly in (G)ZDoom (software).

In skulltag it says "Segmentation fault" and says nothing other.

I'll send you PM with the startup log.

[edit]urgh... when i send a note, the loading process takes a lot of time... like >60 seconds

(0001300)
Torr Samaho   
2011-04-06 12:32   
For the record, I only tried the wad under Windows and Linux x86, I don't have a x64 Linux installation at hand. Can somebody test this with a x64 Linux distro to confirm the crash?
(0001302)
Blzut3   
2011-04-07 01:02   
3dterror works fine on my machine.
(0001315)
Edward-san   
2011-04-09 08:36   
Try this:

./skulltag -iwad DOOM2.WAD -file 3dterror.wad -warp 01 -width x -height y

changing (x,y) like this:

(640,360)
(640,400)
(640,480)
(960,720)
(1280,720)
(0001349)
Torr Samaho   
2011-04-12 01:43   
I found out that kgsws' patch was missing some things from ZDoom's 3dfloors2 branch. I ported the missing things and this seems to fix the resolution dependent crashes. Please test this updated binary.
(0001356)
Edward-san   
2011-04-12 09:01   
(edited on: 2011-04-12 21:33)
I can't test it, because I don't have a working Windows...

I'll wait for the linux binary in a new beta build, or can you (Blzut3?) send me the linux x86-64 build for testing purpose?

(0001394)
Edward-san   
2011-04-18 07:34   
I tested the r3172 build, I don't have those crashes anymore. Thank you!