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Briarwood Manor Issue - What's causing this?


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#26 Springheel

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Posted 14 August 2018 - 07:49 AM

Yup, it's a brushwork problem. It's neither very weird, nor version related.

 

 

I don't know how you can conclude that if it doesn't happen when dmapping in 2.05 but it does under 2.06.


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#27 peter_spy

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Posted 14 August 2018 - 08:09 AM

Wrong choice of words, it doesn't have to be version-related, as the brushwork is error-prone when looking like that. It's just a rectangular wall, it should have 2 triangles. Maybe 2.05 is more precise in calculating complex brushwork? Not sure what changed there.



#28 NeonsStyle

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Posted 14 August 2018 - 08:57 AM

Either way, it's fixed now. func_static steps fixed the problem (thanks BD), along with monster clipping and nodraw_wood. I had some AI issues

getting up the stairs, but that's fixed now and the new version is released. 

 

I remember BSP splitting from back in the quake 3 days, back then you'd not get splitting, but you'd get sparklies a brushes verts touched a brush surface, so

for T intersections you had to cut them, so it was always vert on vert. 


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#29 stgatilov

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Posted 02 September 2018 - 01:53 AM

Most likely this is the aftermath of switching from FPU to SSE floating point arithmetic, since no one changes dmap code.

If it is so, then I'm afraid there is no way of exactly returning to pre-2.06 behavior and having 64-bit version at the same time.

And yes: those BSP things while dmapping brushes uses inherently unstable algorithms, so having some sort of issues in general is not surprising.

 

If you have notable cases where this problem happens, please attach the self-contained map to #4877.

The smaller the map is, the better.

Also, if you manage to isolate the problem to a small map, that would be absolutely wonderful (these issues usually go away when you remove the surrounding environment).

 



#30 Ravenhook

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Posted 02 September 2018 - 03:09 AM

BSP..British Standard Pipe Thread...sorry, I couldn't resist it. :rolleyes: I'll get my coat, I think I see my bus coming.


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#31 acolyte6

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Posted 06 October 2018 - 11:58 AM

Can someone please tell me where the key is to the locked door where the electric light is that you can turn on/off right after the balcony? It's driving me insane now. Everybody is killed except the steward. He won't go down, so I let him sleep...


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#32 NeonsStyle

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Posted 03 January 2019 - 08:53 AM

Can someone please tell me where the key is to the locked door where the electric light is that you can turn on/off right after the balcony? It's driving me insane now. Everybody is killed except the steward. He won't go down, so I let him sleep...

 

Very late, mostly because this isn't the threat I look for mission problems. :) The key you were after is given to you by the Steward when you complete the Private diary

objective. You can't kill the Steward as he is a mission critical character. You need him to complete your primary objective. 


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#33 dmw88

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Posted 25 February 2019 - 10:15 AM

Was this ever resolved? I had it happen in my map and was able to resolve by changing the stairs and walls to 2 func_static entities and covering them in monsterclip in such a way that the monsterclip stairs didnt quite reach the walls.

#34 duzenko

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Posted 25 February 2019 - 11:54 AM

Was this ever resolved? I had it happen in my map and was able to resolve by changing the stairs and walls to 2 func_static entities and covering them in monsterclip in such a way that the monsterclip stairs didnt quite reach the walls.

http://bugs.thedarkm...iew.php?id=4877

You'll need to provide the repro case





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