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Joe

Revision 116 Build

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Here is the latest windows build of eternity. This build has the fancy new 3d object clipping code which seems to work better than before and fixes the pesky if-you-are-on-a-lift-standing-on-another-thing-and-it-moves-up-you-get-pushed-down bug, probably a couple others too. We'll let the millenium guys prove us wrong on that though :P

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Highly experimental. Bound to have problems. But really cool :->

BTW, there's a hack currently in there that makes FireBrazier objects burn you if you stand on them. Try it out if you've got Heretic (there are many of these in E1M1 so you don't have to go very far).

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A quick testrun seems to indicate that things (or rather Things :P) are working like they should. Bravo!

[EDIT]

I've just noticed another oddity (116), which also happens with EE 3.33.33, regarding wide sprites resting on a small high pillar. When looking at the pillar plus sprite then strafing away until the pillar is just about to disappear behind the side of your screen, the sprite does not get cut off but immediately disappears. This gives the impression of sprites "blinking" in and out the game. This does not happen with sprites that are resting on the ground.

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Please compare this behavior to an older EE version or to Chocolate Doom, because it should not have changed. If it differs, it may be a bug related to the 32-bit clipping array extension. If it does not differ, then it's not a bug and is just business as usual.

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I did some testing and this happened in
* Eternity rev 116
* Chocolate Doom
* doom2.exe
* zdoom 2.0.96

From this i can deduce that it's not eternity's fault :P
One odd thing to note is that the sprite dissapears when your view passes the rightmost side of the pillar but not the leftmost. Try it today!

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Yay for original DOOM bugs ^_^ This should probably be investigated, but I wouldn't get really optomistic about a fix if pretty much every port still suffers it.

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Yeah, sprite clipping problems of various kinds are quite common. Basically the engine stops rendering the sprite too soon under certain circumstances. Most of the time you don't notice it. Even Doomsday has this problem when rendering 3D models.

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The problem is that doom adds sprites by sector. When doom renders any line in a sector, it adds the sprites from that sector to the sprite queue for rendering. When a sector is no longer visible, the sprites inside it will no longer be added (even if those sprites SHOULD still be visible) so yeah, this isn't eternity only, it's doom.

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More technically an inherent limitation rather than a bug. As long as the only way to tell what sprites to render is by sector, there will be edge-case inaccuracies in visibility determination.

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