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HOM visual glitches in maps that never used to have them

 
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Cybershark
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Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Sun Sep 24, 2023 10:44 pm    Post subject: HOM visual glitches in maps that never used to have them Reply with quote

Noticed recently, while playing 4-way CTF on ZDS - and also while just checking out other maps offline - some Hall of Mirror issues in maps that never previously had problems. Indeed, looking into the maps, there are no errors and no reason why this should occur.

This was sighted at the blue and green base entrances in map08 of zd_4way5:



This (and another such glitch) were spotted in map31 of zdctf_bsides-:

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Krawa
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Joined: 23 Nov 2008
Location: #SDA

PostPosted: Sun Oct 01, 2023 8:18 pm    Post subject: Reply with quote

zd_4way5 map08
With "r_slimetrail_fix true" it's very visible at blue and green base.
Without it's just a small "spike" at red base.
It's related to the triangle sectors.

zdctf_bsides- map31
Looks buggy with "r_slimetrail_fix true", without it's fine.
Not joined lines (2483 and 5386) cause the main problem.
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Cybershark
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Joined: 05 Jan 2005
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PostPosted: Mon Oct 02, 2023 12:48 pm    Post subject: Reply with quote

Never even knew about that setting! Is it documented anyplace?

Krawa wrote:
zd_4way5 map08
It's related to the triangle sectors.

Yeah, I figured those tiny triangles must be the cause.

Krawa wrote:
zdctf_bsides- map31
Not joined lines (2483 and 5386) cause the main problem.

Well spotted. I hadn't looked at them up-close, had just run map analysis and that reported no issues.
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Krawa
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Joined: 23 Nov 2008
Location: #SDA

PostPosted: Mon Oct 02, 2023 9:45 pm    Post subject: Reply with quote

Hmmm not really documented.

In history-108-109:
Code:
 34. Developed and added a brand new heuristic to fix slime trails
     without rebuilding the BSP tree. This seems to be very effective
     and fixes almost all of the occuring slime trails, including
     doom.wad's classical e1m1 slime trail.
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