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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 Judith


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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.

#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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