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[HELP] Textured Ceiling\Floor
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Raziel
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PostPosted: Mon Nov 06, 2006 3:12 pm
   Subject: [HELP] Textured Ceiling\Floor
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Hey there.

Currently I'm working on a game that is based on the MCS Wolf Collection engine... Every time that I try
to use the Textured Ceiling\Floor tutorial and with full success. I can't see anything... All I can see is the HUD and everything else is just black... Any ideas how to fix it?? Any help will be appreciated, thanks.

-Raziel

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PostPosted: Mon Nov 06, 2006 11:28 pm
   Subject: Re: [HELP] Textured Ceiling\Floor
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Uh, does the floor or the walls or the ceiling look like they're not refreshed? Like everything stays on it and is overwriten?
Then there is a fault in the drawflats function in wl_draw.c. Or do you see only a black screen?

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PostPosted: Tue Nov 07, 2006 6:10 am
   Subject: Re: [HELP] Textured Ceiling\Floor
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I can only see the HUD and the black screen, I can hear the enemies and even when they're in front of me I can't even kill them Neutral

And again. I did everything just like in the tutorial with no errors or warnings... Not Happy

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PostPosted: Tue Nov 07, 2006 9:11 am
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Are you sure you didn't delete the calls to your draw routines or something?

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PostPosted: Tue Nov 07, 2006 11:50 am
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Adam Biser wrote:
Are you sure you didn't delete the calls to your draw routines or something?


What's that? (calls to draw routines.)
And anyway I didn't delete anything that I shouldn't... I followed the tutorial exactly as it was. I even tried it for like 5 times with a fresh copy of the Source-Code and with the Wolf Collection engine, but with no success. Not Happy

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PostPosted: Tue Nov 07, 2006 8:07 pm
   Subject: Re: [HELP] Textured Ceiling\Floor
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1. What does your ThreeDRefresh function look like? Did you keep the stuff that says "stuff skipped"?
2. How are you compiling? Try deleting your temp files in the OBJ directory and/or using Build All.
3. What does your vgaCeiling array look like?
4. Are you using wolf3d or Spear of Destiny?
5. How many walls do you have? Are you using a number that actually has an existing wall for it?
6. Do other addons with ceiling/floor textures work on your computer?

If possible, show some examples of where you threw in each step into your code, especially if there are any areas that you were not sure about when reading the instructions. Many people have successfully gotten the Ceiling/Floor textures to work, so the solution to your problem is definately out there, it's really just a matter of seeing how you did everything... or guessing what you could have done differently from hearing about the problems you're getting.

If Adam is right, you might want to make sure your ThreeDRefresh section looks something like this:

::: CODE :::
/*
========================
=
= ThreeDRefresh
=
========================
*/

void   ThreeDRefresh (void)
{
   int tracedir;
   unsigned ceiling;
   boolean flats;

// this wouldn't need to be done except for my debugger/video wierdness
   outportb (SC_INDEX,SC_MAPMASK);

//
// clear out the traced array
//
asm   mov   ax,ds
asm   mov   es,ax
asm   mov   di,OFFSET spotvis
asm   xor   ax,ax
asm   mov   cx,2048                     // 64*64 / 2
asm   rep stosw

   bufferofs += screenofs;

//
// follow the walls from there to the right, drawwing as we go
//

   ceiling=vgaCeiling[gamestate.episode*10+mapon];
   if((ceiling>>8)==(ceiling&0xFF))
   {
      VGAClearScreen(ceiling);
      flats=false;
   }
   else
   {
      flats=true;
      ceiling=((ceiling&0xFF)-1)<<1;
   }

   WallRefresh();

   if(flats)
      DrawFlats(ceiling, ceiling+1); // draw textured floor/ceiling



//
// draw all the scaled images
//
   DrawScaleds();         // draw scaled stuff
   DrawPlayerWeapon ();   // draw player's hands

//
// show screen and time last cycle
//
   if (fizzlein)
   {
      FizzleFade(bufferofs,displayofs+screenofs,viewwidth,viewheight,20,false);
      fizzlein = false;

      lasttimecount = TimeCount = 0;      // don't make a big tic count

   }

   bufferofs -= screenofs;
   displayofs = bufferofs;

   asm   cli
   asm   mov   cx,[displayofs]
   asm   mov   dx,3d4h      // CRTC address register
   asm   mov   al,0ch      // start address high register
   asm   out   dx,al
   asm   inc   dx
   asm   mov   al,ch
   asm   out   dx,al      // set the high byte
   asm   sti

   bufferofs += SCREENSIZE;
   if (bufferofs > PAGE3START)
      bufferofs = PAGE1START;

   frameon++;
   PM_NextFrame();
}
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PostPosted: Wed Nov 08, 2006 6:22 am
   Subject: Re: [HELP] Textured Ceiling\Floor
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::: CODE :::
void ThreeDRefresh (void)
{
    int tracedir;
    unsigned ceiling;
    boolean flats;

<..stuff skipped..>

//
// follow the walls from there to the right, drawwing as we go
//

    ceiling=vgaCeiling[gamestate.episode*10+mapon];
    if((ceiling>>8)==(ceiling&0xFF))
    {
          VGAClearScreen(ceiling);
          flats=false;
    }
    else
    {
          flats=true;
          ceiling=((ceiling&0xFF)-1)<<1;
    }

    WallRefresh();

    if(flats)
          DrawFlats(ceiling, ceiling+1); // draw textured floor/ceiling

<..stuff skipped to end of routine..>


This part here was really confusing... I've just replaced the whole function with this part above and deleted the <..stuff skipped..> things... I guess that was a mistake... What? ??

[EDIT]
YEAH! I've fixed it! Cheesy Grin
Thanks Chris, I could of never thought of that possibility by myself xD

[EDIT2]
Errrr... I've encountered another bug in the game when I have the Textured Ceiling\Floor... The sounds are a bit distorted Neutral and when I play the game with DosBox it's really but really slow.. Like I'm playing on slow motion mode..
any idea why is it happening? any help will be appreciated, thanks.

[EDIT3]
I've noticed that the game is really slow (like in slow motion mode) only when I play the levels that uses the Textured Ceiling/Floor feature... The same thing happens with the sounds. The sounds are a bit distorted only in the levels with the Textured Ceiling/Floor feature.

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PostPosted: Wed Nov 08, 2006 7:51 am
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Human_Waste wrote:
This part here was really confusing... I've just replaced the whole function with this part above and deleted the <..stuff skipped..> things... I guess that was a mistake... What? ??

Yeah, "stuff skipped" might not be the best way to explain it. I usually just separate stuff by using multiple code blocks, like this.

Human_Waste wrote:
I've noticed that the game is really slow (like in slow motion mode) only when I play the levels that uses the Textured Ceiling/Floor feature... The same thing happens with the sounds. The sounds are a bit distorted only in the levels with the Textured Ceiling/Floor feature.

I get that "slowness" on DosBox and most older computers too. Sometimes the textures can knock my fps down around 40%.

If you play most addons with textured ceilings/floors in Dosbox, you'll probably notice the same thing happends, though some of them (like End of Destiny) have a handy switch so that you can turn it off when you need to. Changing the "cycles" in the DOSBox.conf file to "auto" helped me somewhat, though I'm guessing there's a way to optimize how those textures are scaled/drawn on the floor/ceiling in such a way that they would go faster on these systems. Never tried it though.

Are the digitized sounds distorted on just DosBox? Might have to do with your cycles/speed settings too. What speed/processor is your computer?
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PostPosted: Wed Nov 08, 2006 12:17 pm
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Chris wrote:
If you play most addons with textured ceilings/floors in Dosbox, you'll probably notice the same thing happends


I guess you were right about that. I just tried some games and realized that you were right... Neutral

And yes, the digitized sounds are distorted even when I run the game through windows.
My computer's speed is 2.80GHz
do I need to change anything in the settings or something like that?

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PostPosted: Wed Nov 08, 2006 12:24 pm
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I think the slowness of the texture rendering is all because of the number of PM_PageRequests called. I've seen it peak even 800 calls. Shocked

Edit: I made some code a while back that would cache few tiles, but it caused some corruption in the textures displayed, not all of them though. I don't know how the PageRequest works, when does the page "get old" and all that, but I think this could be done if that is solved. I cleared the cache though, even in between the floor and ceiling renders. In total 2 tiles in the cache.

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PostPosted: Fri Nov 10, 2006 7:55 am
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Errr... So. Can anyone help me with those distorted sounds or what? Neutral
I would really appreciate it if you wont abandon my thread Laughing

Just a little reminder of my problem. Every time I put Textured ceiling\floors in lets say the first level or any other level
the digitized sounds are a bit distorted (only in the levels with the Textured ceiling\floors).

-Raziel

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PostPosted: Fri Nov 10, 2006 10:04 am
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Is this always, or only when you walk through a door? I remember I had this problem too, both with the flickering floors problem. But I'm sorry, I threw my code away and started over again.
The thing is, you said you used a improved version as a base, right? The thing is, that sound distortion was caused in my code, probably (theoretically) by a memory improvement. I've ran through the whole 'out of memory' topic and did it all, and when I was finished the error occured. In total I had three errors: sticky controls, which was eliminated by using a special strafe code, flickering floors, which was eliminated by adding pm_refresh or something in ID_PM.H and that sound distortion. I remembered that when I added the pm thing, the sound distortion never occured anymore. I can't remember what actually caused it and solved it, but when I started over, it never occured anymore. For the coders: audiohuffman, right. Is it really right that it isn't used? Maybe Human Waste his code removed this routine too, and maybe that causes trouble. Because that is the only thing I can think with audio, distortion, memory savings and that special improved code.
So tell me, you're floors aren't flickering? And does it happen always or only when walking through doors. And do you use dosbox or vdmsound or nothing?

To get you started:
Memory thing -> http://diehardwolfers.areyep.com/viewtopic.php?t=2798
Pageloading thing -> Aargh, I can't find it. Chris mentioned the line, but I forgot in what post it was. Anyone?

I hope anyone can see a line in this mess, well I can't anymore.
Maybe it is of some use,
- lwmxynedtodth

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PostPosted: Fri Nov 10, 2006 7:13 pm
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lwmxynedtodth wrote:
Pageloading thing -> Aargh, I can't find it. Chris mentioned the line, but I forgot in what post it was. Anyone?

Check out EDIT 3 of the first post here: http://diehardwolfers.areyep.com/viewtopic.php?t=2879
Is this what you're looking for? The "PM_NextFrame();" thing...

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PostPosted: Sat Nov 11, 2006 6:58 am
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The sounds are distorted even when I don't go through a door. They occur (the distorted sounds) only in the levels with the Textured ceiling\floors. And I can't use DosBox with the Textured ceiling\floors because the game will go slow mo Not Happy
so I just open it through windows... And I'm pretty new with coding... So I don't know much.
And btw what do you mean by Flickering Floors?

-Raziel

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PostPosted: Sat Nov 11, 2006 9:44 am
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Is the distortion just in your addon, or does this happen for you with other addons with Floor/Ceiling textures too?

How much distortion are we talking about here? Does the distortion take place after the sound is played or while it is played?

Codetech84 wrote:
Edit: I made some code a while back that would cache few tiles, but it caused some corruption in the textures displayed, not all of them though. I don't know how the PageRequest works, when does the page "get old" and all that, but I think this could be done if that is solved. I cleared the cache though, even in between the floor and ceiling renders. In total 2 tiles in the cache.

Sounds cool Codetech. If you ever do more with that kinda stuff, I'd be interestered in hearing about your ideas and results.
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PostPosted: Sat Nov 11, 2006 11:37 am
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The distorted sounds don't happen in other mods, just in my mod. I checked some other mods to see if it's the same and it wasn't..
And it happens while the sound is played... It's really annoying Not Happy
Because I don't want to compile the code from the beginning, also it's not my own made code. It's the Wolfenstein Collection Engine Cheesy Grin So I really hope I wouldn't need to recompile the code, because I'm really not good at it Laughing
Anyway, I hope that someone would find a way to fix it. If not thanks anyway Cool

-Raziel

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PostPosted: Sat Nov 11, 2006 9:32 pm
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Human_Waste wrote:
I hope that someone would find a way to fix it. If not thanks anyway Cool

Did it do this when you compiled using the original source code as well?
If so, is there anything else you think you might have done wrong? Posting your work/code usually helps.
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PostPosted: Sun Nov 12, 2006 7:19 am
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Chris wrote:
Did it do this when you compiled using the original source code as well?


Yes, I've just tested it out. And the digitized sounds are still distorted... I did everything right Confused
I got no errors or warnings. I did everything by the book and I still get those distorted digitized sounds when I play the
levels with the Textured ceiling/floor mod. Any idea? Or it's the first time you encounter that kind of bug?

-Raziel

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PostPosted: Sun Nov 12, 2006 7:28 am
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By distorted, do you mean it has a buzzing sound to it or that playback is choppy, or? Are these sounds one that you put int? If so, how do the original WAVs sound and what did you use to place them in the VSWAP?

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PostPosted: Sun Nov 12, 2006 7:52 am
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It's exactly how the sounds are played, with this sort of buzzing sound which is really annoying if you ask me Laughing
And it's occurring with the original sounds too, there is no difference between my VSWAP and the original one.
I have tested the Textured ceiling/floor mod with a fresh new copy of the source and with the original Wolf3d files I have and the sounds are still doing that buzzing thing you mentioned.. Confused

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PostPosted: Tue Nov 14, 2006 8:01 am
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Okay.. I see that no body can help. or just dont want to help...

Next time just dont ask me questions if you know you're not gonna answer them.. That's really not nice Mad

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PostPosted: Tue Nov 14, 2006 8:11 am
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Im pare rau, nu faci [Censored] rapide vre. Nu vreau tine sa fe suparat, dar nu merg aici tot timp.

At least I think that came out right, heh. Wife's not up to check it for me.

I really don't know what's causing your buzzing sounds... can you record them in DOSbox? Do they sound distorted in the WAV files it records? Can you post the WAV it records somewhere?

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PostPosted: Tue Nov 14, 2006 9:10 am
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I think I'll just give up about the Textured Ceiling\floor idea...
It's not such a big deal... I'll just wait for someone that has a MOD with Textured ceiling\floor thing
to release his engine or something in the mean time I'll just work on my mod without the Textured ceiling/floor..
Thanks anyway Cool

-Raziel

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PostPosted: Tue Nov 14, 2006 1:32 pm
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Human_Waste wrote:
Next time just dont ask me questions if you know you're not gonna answer them.. That's really not nice Mad

Chris wrote:
If so, is there anything else you think you might have done wrong? Posting your work/code usually helps.

Did you reply to this? Did you do any of this? NO. So what are you whining about?

... maybe that you're a good for nothing disrespectful lazy moron with no engish skills who will never be able to do anything right?

Don't blame your own idiocy and stupidity on others!!! That's really not nice!!! Mad

Plus, the other questions were for your own knowledge, so you would realize if the problem is because of you or your computer. Now that you know that the problem is because of you, you are the only one who can see what the problem is, unless you show us what you did (say, by showing your code). Moron.

Adam Biser wrote:
Im pare rau, nu faci rapide vre. Nu vreau tine sa fe suparat, dar nu merg aici tot timp.

At least I think that came out right, heh. Wife's not up to check it for me.

Laughing
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PostPosted: Tue Nov 14, 2006 1:41 pm
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Chris wrote:
Laughing

Laughing

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PostPosted: Tue Nov 14, 2006 2:42 pm
   Subject: Re: [HELP] Textured Ceiling\Floor
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First of all, moron is the one who made you...

second of all.. I did it exactly as it says in the tutorial...

and maybe my English is not good... you know why? Because it's ain't my mother's language you ass...
It's like you'll try to talk Hebrew... so, you can shove your thumb up your ass...
Thanks.

-רזיאל

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PostPosted: Tue Nov 14, 2006 2:58 pm
   Subject: Re: [HELP] Textured Ceiling\Floor
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Adam Biser wrote:
Im pare rau, nu faci rapide vre. Nu vreau tine sa fe suparat, dar nu merg aici tot timp.

At least I think that came out right, heh. Wife's not up to check it for me.


Dar sa stii nu-ti cer nimic!

@Adam: good thing you didn't wake up your wife to check your grammar here. The guy's from Israel and he probably doesn't understand a word of it anyway Mr Green
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PostPosted: Tue Nov 14, 2006 3:42 pm
   Subject: Re: [HELP] Textured Ceiling\Floor
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@MCS: Yeah, I know, I was hinting at his profile flag, which is set to Romania.

Nah, if my wife read over it, she'd shred me for apologizing anyway. Laughing

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PostPosted: Tue Nov 14, 2006 4:12 pm
   Subject: Re: [HELP] Textured Ceiling\Floor
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My mother is Romanian and some of my friends are... But only my mother knows how to speak Romanian in the house...
So I'm half Romanian and the other half... I'll keep that to myself. One day I shall get my Romanian visa and I will learn the language. And when Romania will be a part of the European Unity I will leave this filthy country(Israel) that I myself, HATE.

[EDIT] כריס יא בן זונה ;] - @Chris, Try to understand that... But I'm sure that with some help from Doomjedi you will understand.

-Raziel

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PostPosted: Tue Nov 14, 2006 6:29 pm
   Subject: Re: [HELP] Textured Ceiling\Floor
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Human_Waste wrote:
First of all, moron is the one who made you...

second of all.. I did it exactly as it says in the tutorial...

and maybe my English is not good... you know why? Because it's ain't my mother's language you ass...
It's like you'll try to talk Hebrew... so, you can shove your thumb up your ass...
Thanks.

-רזיאל

Prove it.

But anyway, I don't really care anymore. This conversation is hopeless... Rolling Eyes 2

la la la *blocks my ears ignorning Human Waste and walks away because we are enemies now*
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