Bug #73
jHeretic: "Void" in the floor
Description
In Episode 2 map 1, there seems to be a glitch in an
area of the floor in one of the rooms.
It's one of those "drop into the floor and get caught in
the polygons" -- it's just like a hole is there.
This glitch only seems to be there when the game is
ported. The glitch is there with or without hi-res
textures installed. I am using 3d-models in case that
helps.
there is a picture with the area of affected floor
highlighted right here:
http://www.movie-reviews.org/errorfloor.jpg
anyway, off we go.
me
Labels: Data
History
#1 Updated by skyjake over 21 years ago
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Unfortunately this never happens for me. And since we're
using the exact same Heretic.wad, it's somewhat odd...
#2 Updated by skyjake over 21 years ago
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Aha! Now I see it. Two possibilities:
- glBSP v2.0 produces incorrect data
- jHeretic somehow misinterprets v2.0 GLnodes
I didn't see the problem earlier because I was using an
old Heretic.gwa.
#3 Updated by skyjake over 21 years ago
(originally posted by anonymous SF.net user)
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I've had the same problem. However it only seems to occur
when Heretic is ran with an accompanying .gwa file. Though
adding something to the level that results in different nodes
can remove that particular error (i.e. it does eventually).
#4 Updated by skyjake over 21 years ago
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user_id=717323
It appears the reason for the holes-in-the-floor bug (e.g.
Heretic E2M1) is glBSP v2.0. In version 2.0, its default
behaviour was changed in order to speed up the building
of the nodes. It will try to utilize the old data in the
original WAD file. Evidently this causes slight
inconsistencies in some maps, since the original BSP data
is not very accurate.
You've got two choices:
- Rebuild your .GWAs with glBSP v2.0, but use the -fresh
option.
- Rebuild your .GWAs with glBSP v1.96.