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Trying to get Sigil to work on Prboom-plus-rt. What causes this node building error?


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So, I've been playing Doom through prboom-plus-rt and decided to try to get Sigil working. At first I noticed that only E3M8 would actually boot up, as trying to load any other Sigil map would crash the engine (with a very non-descript error "RT: 3"). I assumed the reason for this was the custom Baphomet texture used for the exits in all maps except for E3M8, so I went and replaced that texture with a stock texture in all the maps, and lo and behold, all Sigil maps would now load without crashing!

 

It didn't take long however before I noticed that something was really, really wrong:

Spoiler

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1447018359_Screenshot(196).png.127b2803a0ee916113fe4746bd3c4ba2.png

 

There are massive textureless gaps in the world, and the weapon sprites don't render at all. So next I open the maps in GZDoom Builder to try and figure out what is going on. E3M4 seemed the most excessively broken, so I opened it up, used the Nodes Viewer, and found these giant, sharp, triangular "holes" in the map:

Spoiler

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I tried rebuilding the nodes, but only the biggest holes disappeared. There were still tiny gaps to be found throughout the map, and not only that, a new strange error appeared:

Spoiler

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After this, I remembered a report of an issue on E2M3 with similar rendering problems. So I tried opening E2M3 and inspecting the nodes, and the same odd outcroppings showed up just nearby to the room with the rendering errors:

Spoiler

1283440745_Screenshot(204).png.f3a2dc7d40415b1b57a9f8a68e04bdef.png

 

So, does anyone know what is going on? What causes these strange node building errors and how to fix them? They seem to be the only major hurdle with getting Sigil to work with ray tracing.

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My hunch is that it's something that's wrong with prboom-plus-rt, and there's nothing you can really do to fix it. Whatever he did to add in support for raytracing seems to not be very happy with certain maps.

 

The dev himself said in that report "Oh, yeah, I tried to debug this, but gave up," so this is beyond his ability to fix. It's gonna need another code wizard to identify the bug and fix it, probably.

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I was about to comment on E2M3's "meat thingy" (I genuinely have no fucking clue what it is), I wonder if you could fix it by redrawing the lines again

 

My only guess is that it has something to do with the raytracing engine bouncing light off of faces and those faces not rendering correctly due to the light not properly displaying it

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