Anonymous | Login | Signup for a new account | 2024-07-27 15:04 UTC |
My View | View Issues | Change Log | Roadmap | Zandronum Issue Support Ranking | Rules | My Account |
View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||
ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0002657 | Zandronum | [All Projects] Bug | public | 2016-03-03 22:33 | 2024-01-29 18:53 | ||||
Reporter | Borg | ||||||||
Assigned To | |||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | 2.1 | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0002657: Extended nodes are ignored by Zandronum 2.1 | ||||||||
Description | 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? | ||||||||
Steps To Reproduce | 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. | ||||||||
Attached Files | |||||||||
Notes | |
(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. |
(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); } |
(0014580) StrikerMan780 (reporter) 2016-03-16 12:58 |
GL Nodes are necessary in software in later builds thanks to the Textured Automap. |
(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? |
(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. |
(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? |
(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? |
(0015060) Edward-san (developer) 2016-06-08 17:35 |
Quote 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 (updater) 2024-01-29 18:53 |
As per the comments in here, this was fixed in 3.0 |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
|
Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
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 |
Copyright © 2000 - 2024 MantisBT Team |