Bug #244
Bias Grid Lock Up
100%
Description
Game locks up half way through loading Phobos Anomoly in Ultimate
Doom - this is a repeatable problem. This is the console output at the
point I force quit it (had been stopped for a couple of minutes)
SetupLevel: E1M8
(GL data found)
GL_VERT v2.0
LG_Init: 214 x 231 grid (593208 bytes).
Sector 0: 94 / 96
Sector 1: 474 / 150
Sector 2: 80 / 88
Sector 3: 60 / 80
Sector 4: 40 / 68
Sector 5: 40 / 68
Sector 6: 50 / 76
Sector 7: 50 / 76
Sector 8: 50 / 76
Sector 9: 90 / 92
Sector 10: 50 / 76
Sector 11: 40 / 68
Sector 12: 40 / 68
Sector 13: 40 / 68
Sector 14: 40 / 68
Sector 15: 40 / 68
Sector 16: 40 / 68
Sector 17: 40 / 68
Sector 18: 90 / 92
Sector 19: 40 / 68
Sector 20: 0 / 0
Sector 21: 40 / 68
Sector 22: 40 / 68
Sector 23: 40 / 68
Sector 24: 36 / 64
Sector 25: 0 / 0
Sector 26: 623 / 292
Sector 27: 124 / 116
Sector 28: 60 / 80
Labels: Graphics
Related issues
History
#1 Updated by skyjake over 19 years ago
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user_id=717323
Workaround: set the cvar rend-bias-grid to zero.
This is actually not a lock up. It just takes a very long time for the
bias grid to be initialized. Same problem on all platforms.
This will be fixed in future versions, though, no doubt about that.
#2 Updated by danij over 18 years ago
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user_id=849456
Well, not to mention that PAR: Phobos Anomoly couldn't be
loaded in 1.9.0-beta1 anyway due to the fact that this PWAD
required a port with extended map data limits.
Furthermore PAR requires a BOOM compatible port. So until
BOOM support is implemented completely it won't work
correctly anyway (even though it can now be loaded with the
current code in SVN for 1.9.0-beta4).
I believe the lightgrid issue is now resolved so I'm closing
this bug.
#3 Updated by skyjake almost 8 years ago
- Related to Feature #2197: Remove the 'Bias' volumetric lighting system and the Bias light source editor ("bledit") added