Realm667 / WolfenDoom

"WolfenDoom - Blade of Agony" | Important: This is only meant for development and testing purposes. You are NOT ALLOWED to use material from this repository for your own projects. Important: This repository is for development and testing purposes, you are NOT ALLOWED to use the copyrighted material for your own projects without our permission!
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items appear/disappear when moving #1426

Closed x3003 closed 3 months ago

x3003 commented 3 months ago

In c3m3_a some items appear when you get closer to them and others (trees) disappear. Also when rotating at the same spot. The viewing distance is set to max, so it shouldn't be a problem.

Screenshot_Doom_20240616_111133 Screenshot_Doom_20240616_111139 Screenshot_Doom_20240616_111202

hawkwind3 commented 3 months ago

Try as I might, I could not reproduce. Using latest boa dev build no compression,Vulkan, and GZDoom 4.13 pre 71. I did a minor edit of the area in question. That wall light was/is too low and renders partly in the brick. Same for the trolley. Try the attached. If it fixes your issue, great. But I doubt it. C3M3_A.zip

x3003 commented 3 months ago

Your fix didn't fixed it. The last version that works for me is the one from 20/04/2024. The version from 21/04 gives me some dissappearing items.

Edit: Maybe still an issue after: https://github.com/Realm667/WolfenDoom/issues/1372 ???

hawkwind3 commented 3 months ago

@x3003 , you steered me in the right direction. It all comes back to that damn boa culling =true/false in the gzdoom ini file ( or line 44 in cvarinfo.txt in boa.ipk3. Why I wasn't having the issue you had is because some time ago I had set my ini file to false. Setting to true gives the bug again ... If setting to false the issue is gone. You won't even get those trees showing up at the start of c3m3_a. Really, I think all this processing should be done before the player is spawned.

AFADoomer commented 3 months ago

Ok. Set to to false as default then. Have fun. Bye!

x3003 commented 3 months ago

It still doesn't work for me.

hawkwind3 commented 3 months ago

@x3003 Check either gzdoom.ini or gzdoom_portable.ini - whichever one you use, and check [BoA.LocalServerInfo.Mod] and see if this is set ... boa_culling=false

I say this because I did a test and sometimes the ini file did not update and stated true. You could always manual edit it to say false.

x3003 commented 3 months ago

I can't set it in gzdoom_portable.iit, as gzdoom says

Execution could not continue. Script error, "boa_c3.pk3:cvarinfo.txt" line 44: cvar 'boa_culling' already exists

So it's already set in the script.

hawkwind3 commented 3 months ago

@x3003 Could you please post here a copy of either your gzdoom_portable.ini or gzdoom.ini file.