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walter confalonieri
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Posts: 993
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yeah, i worked on my dethe1m1 remake today after a long time...
http://i.imgur.com/A3NDi.png

Old Post 01-24-12 21:40 #
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hex11
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Nice moody lighting, I dig it!

Old Post 01-25-12 00:36 #
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walter confalonieri
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so, the levels is actually finished, but there's this HOM effect in the sky (i have it also with nodes compiled with ZDBSP) using the vanilla doom.exe, as first i think it could be for different sky heights in the map, then i'll fixed it using only the higher sky height for all the map, but testing it again gave me the same error, so i shrink it a little, but the story still the same.

http://i.imgur.com/3TDRR.png

Any suggestions to fix this problem?

Old Post 02-08-12 16:03 #
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hex11
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Maybe it's something with the red pillars or one segment of the fence midtexture? I can check the map if you upload it.

Old Post 02-08-12 20:44 #
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_bruce_
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Could be too many linesegs at once on screen?
Changing map compilers doesn't help much here.
Had a similar problem with a city map - sweat blood to squeeze away lines until it was gone without destroying the original look.

p.s.: remember this is a guess.

Old Post 02-08-12 20:54 #
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walter confalonieri
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hex11, check your PMs

Old Post 02-08-12 22:57 #
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hex11
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I looked at the map in Yadex (and ran its automatic sanity checks) but didn't find anything. It might be like _bruce_ said that you're running into one of the vanilla limits. Try using the ChocoRenderLimits and maybe it will highlight the source of the HOM. I haven't used this program yet, but looking at the source code patch shows that it has some HOM detection functionality. There's a Windows binary so you can try it right away (I'll have to compile an OpenBSD binary).

Old Post 02-09-12 21:04 #
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walter confalonieri
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ok thanks.... downloaded rigth now, check it further...

Old Post 02-10-12 19:18 #
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