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Doom 2-Sided Linedefs Debacle

Posted in Gaming. on Monday, October 31st, 2005 by Derek Tags: Doom
Oct 31

Pro tip #1: In order to make ZDoomGL run like molasses, put as many 2-sided lines in a scene as possible. As a case study, I shall take a map for the much delayed Crucified Dreams and show you screenshots of my findings. See below for visual evidence. Click the thumbnails to enlarge the scene.

ZDoom [135kb] ZDoomGL [122kb]

As we can see, transparent areas of textures show white pixels instead of the scene behind the 2-sided line. There are noticeable white lines on the floor surface at the edge of polygon sectors. Oh and have I mentioned that this runs at less than 5fps on my machine? Most of my keyboard/mouse input was being ignored at the time too. It took pressing the Print Screen button 10 times until I finally got a screenshot taken.

Pro tip #2: Don’t run Crucified Dreams with ZDoomGL when it comes out.

Corollary: Timmie needs to stop working for the Evil Empire and fix the bloody ZDoomGL code!

Edit: GZDoom runs the scene properly and Timmie says the next version of ZDoomGL will be based off that code, so problem resolved! Now to try Risen3d…

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