OS 10.5, Nexuiz 2.4 bug- See-through-walls

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OS 10.5, Nexuiz 2.4 bug- See-through-walls

Postby torus » Tue May 27, 2008 12:51 am

I'm using an iMac with a Mobility Radeon x1600, OS 10.5.2, Nexuiz v.2.4.2.

At long distances, walls begin to become see-through. It's hardly regular- usually on small brushes, and it's accompanied by tearing sometimes. It's really not advantageous, except on that new checkerboard map by giuseppe (where people are entirely revealed behind their sniper walls). It ONLY occurs at long distances- short range surfaces don't exhibit this.

So far, it's only been really apparent on Giuseppe's map and Facing Worlds (where people behind the columns on the middle floor are visible).
Interestingly, it _doesn't_ happen on maps that are made entirely out of .ase models, like Brokenworld- even though the distances are further. Only with brush geometry.

Some screenshots of the glitch:

Image

Image

Image

Image

Image

I hope this doesn't mean that Mac support will be cut in the future. :(
Image
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Postby divVerent » Tue May 27, 2008 5:14 am

UT99's software renderer had the very same bug, also very visible on facing worlds - so don't worry. It also does not affect every Mac user, as it seems.

And we do not consider it a cheat, as it only makes already visible players MORE visible on well made maps (if a big wall "disappears" because of this bug, you will see no players behind it, because they are not even sent to your client - it is different with these sniper stands, because PART of the snipers is still visible (or they can't snipe), but well, campers suck anyway and deserve to be found out :P

However, no idea what I can recommend you to try. Maybe LordHavoc has some ideas.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby torus » Tue May 27, 2008 7:15 pm

divVerent wrote:And we do not consider it a cheat, as it only makes already visible players MORE visible on well made maps (if a big wall "disappears" because of this bug, you will see no players behind it, because they are not even sent to your client - it is different with these sniper stands, because PART of the snipers is still visible (or they can't snipe), but well, campers suck anyway and deserve to be found out :P


This is not strictly true- only for large walls. For small walls, like the one on this map, the player can be entirely hidden and I will still see that he is there. So far, it's only advantageous on this one map, because I can tell when a person is going to pop out from behind the wall :D

Eh, not a big deal though. Thanks for the response.
Image
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Postby iSuck » Wed May 28, 2008 12:16 am

This has always happened to me... running OSX 10.4, I didn't consider it something to worry about. Thought it was z-fighting.
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Postby divVerent » Wed May 28, 2008 9:05 am

The map can be fixed for hiding players behind that wall better then... by adding a hint brush :P
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby giuseppe » Thu Jun 05, 2008 11:04 am

I have seen tutorial links for mapping
but i have not seen a tutorial thet explain the use of hint brush.
I have done some experiment but nothing change (seems) using or not hint brush.

I dont know if the question of this topic is related to this
i wrote in edit section http://alientrap.org/forum/viewtopic.php?p=38001#38001
giuseppe wrote:
giuseppe wrote:Is also visible some hole (like in red circle) in walls: maybe is only a problem of mine graphic card or the problem is in the map?

v1r2 preview


I have this problem only with 16bits color
with 32bits all walls are at their place :)
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Postby Dokujisan » Thu Jun 05, 2008 4:26 pm

As I understand it, hint brushes are used to force the map compiler to make entities behind that brush not visible by the client. They can be used to make map render more efficiently (increase FPS), or in this case, prevent the client from seeing the players behind those walls.

Explanation of hint brushes
http://www.forums.alientrap.local/viewtopic.php?t=2544

As stated on that thread, hint brushes were used to optimize Capture city...
On capturecity for example, I got a huge optimization by putting hint brush pyramids on the rooftops (so what's on the roof isn't rendered when looking from below) and around the car models (so they don't get rendered unless they are REALLY in view)
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Postby giuseppe » Mon Jun 09, 2008 10:52 am

Thanks a lot Dokujisan for the links.
I found also a link in which Brutail explain some basic rule to make better maps.
I have seen the map file of facingworlds and capturecity.
Now i have a idea about hint brush.
But its really hard to use it...
for ex i tried use a hint plane at the entrance of bases in my map (grudging)
and the result is: base interior is visible only if im in. :shock:
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