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Old March 19th, 2003, 11:39 AM   #1
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Post map problem in legacy

Hi, Ive posted here cause the problem only shows up in legacy.

I`ve got a map with a walk over exit as a f-sky flat for the floor, however in either software or opengl, zennoded or not I get the some graphical errors in that one area. The map has no errors in a checker and looks faultless in other ports and even Doom2.exe.
Is this a mapping error legacy doesnt like? or something else?
I`ve never seen this problem before. help

Heres two pics, first software then opengl





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....summoned the ghosts of the suitors, and in his hand he held the fair golden wand with which he seals men's eyes in sleep or wakes them just as he pleases; with this he roused the ghosts and led them, while they followed whining and gibbering behind him.
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Old March 19th, 2003, 12:14 PM   #2
Aliotroph?
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You've managed to get the same area to show off two different bugs. The sky textures don't like to be tiled in software, nor do textures that are multiples of 64 pixels high. You always get that "tutti-frutti" effect. In GL that bug is common in Legacy where you see stuff behind the sky. There are examples of that in many maps, where you have a low sky sector outside a building and a high roof in the building. You can often see the inside of the building hanging in the sky. It's a real annoyance but you probably can't do anything about it. It's caused by the elevation of that hole in the platform. You won't see it in DooM II because those levels always have the sky endings set in the lowest floor in the immediate area (at least the lowest visible from that point of view).

When you think about it though, the dimensions of what your ending implies don't work. If it's up on a raised platform (which looks cool) you should expect the player to fall through a hole deeper than the surrounding ground level before he meets sky.

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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)

Aliotroph?.postCount++;
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Old March 19th, 2003, 12:58 PM   #3
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I had a feeling about the tutti frutti effect in software mode.. shame the "join" is as noticable in legacy.

I see what you mean about the gl part , but as I say it looks faultless in other ports....

I could send the map for you to have a look at

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....summoned the ghosts of the suitors, and in his hand he held the fair golden wand with which he seals men's eyes in sleep or wakes them just as he pleases; with this he roused the ghosts and led them, while they followed whining and gibbering behind him.
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Old March 19th, 2003, 02:30 PM   #4
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Is that tutti-frutti effect a legacy-only thing? Because RustMap2 has it all over the place. Although you aren't supposed to play without GL anyway.
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Old March 19th, 2003, 04:14 PM   #5
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Tutti Frutti has been around since before source ports.

<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Tutti-frutti is caused by one of two conditions:

You have applied a texture that is less than 128 pixels tall to a sidedef that is taller than the texture. Doom tiles textures vertically on 128-pixel boundaries. When you apply a texture as described, there is a gap between where the texture ends and the next place where tiling begins. Since there is no texture data to display in that gap, Doom fills it in with pseudo-random garbage, known to level authors as Tutti-frutti.

You have applied a texture that contains transparent areas, such as MIDGRATE, on the Normal of a one-sided linedef or on the Upper or Lower of either a one-sided or two-sided linedef. Under those conditions, Doom has no texture data to display in the transparent areas, and again fills the gaps with Tutti-frutti.
The most common place for Tutti-frutti is on the risers of stairs.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

You also get tutti frutti on stairs (or whatever) that are 16 high and have a texture that fits the hight.... say 16 X 32 but is unpegged below. I found this on my stairs in Legacy software mode only.


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----Linedef Technician and Sector Maker Upper----
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Old March 20th, 2003, 02:51 AM   #6
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Cool, I've c+p'd that for future reference. Thanks for that little bit of Doom education
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Old March 20th, 2003, 04:46 AM   #7
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WElcome!

Thank this place though!

http://handbook.newdoom.com/

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----Linedef Technician and Sector Maker Upper----
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Old March 20th, 2003, 07:39 AM   #8
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Tutti Frutti will also occur when you set the normal texture of a 2 sided linedef to a texture made of multiple patches. However this usually only happens in vanilla.

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Old March 20th, 2003, 09:00 AM   #9
Melfice Darkmage
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WTF is Tutti Frutti...
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Old March 20th, 2003, 09:50 AM   #10
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Well, I sorted out the problem in that area using a different method, phew!

------------------
....summoned the ghosts of the suitors, and in his hand he held the fair golden wand with which he seals men's eyes in sleep or wakes them just as he pleases; with this he roused the ghosts and led them, while they followed whining and gibbering behind him.
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Old March 20th, 2003, 10:15 AM   #11
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<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">WTF is Tutti Frutti...</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

Melfice take that tiny crate texture (cratiny I think it's called) and make a 256 high crate or wall with it and go into your map in Legacy software mode. You'll see the evil Tutti Frutti on a big scale.

<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">Well, I sorted out the problem in that area using a different method, phew!</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

YaY!

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----Linedef Technician and Sector Maker Upper----
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Old March 20th, 2003, 11:53 AM   #12
Melfice Darkmage
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oooh, you mean those rainbowy bright lines that appear when a texture doesn't tile right? God I hate that.
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Old March 20th, 2003, 07:16 PM   #13
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Yeah it's teh shits.

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----Linedef Technician and Sector Maker Upper----
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Old March 20th, 2003, 08:12 PM   #14
ToXiCFLUFF
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AHHHH THE EVIL PULSING SIG IS EVERYWHERE I GO. even if I look away I can still hear the crackle alignining with the devil.
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Old March 20th, 2003, 09:30 PM   #15
Doom_Dude
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Ahhhhhhhhhh ToXic has mappers rabies!

Run! run away!

/me runs the hell away.

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----Linedef Technician and Sector Maker Upper----
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Old March 20th, 2003, 09:57 PM   #16
ToXiCFLUFF
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Look up DD, it's only two posts behind you!
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Old March 21st, 2003, 07:49 AM   #17
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geez , dont you guys know anything ?!?

i mean come on , tootie fruit is a kind of bubble gum..

sheesh..
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Old March 21st, 2003, 08:15 AM   #18
Melfice Darkmage
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I Don't like Bubble Gum in my maps
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