Bug #1265

'Runningman' warp zones look broken at a distance

Added by doomsknight about 2 years ago. Updated over 1 year ago.

Status:ClosedStart date:07/17/2012
Priority:NormalDue date:
Assignee:-% Done:


Target version:0.7


In runningman when one of the warpzones in the central section is viewed from as far back as you can aginst the wall, the warp zone is not rendered properly and instead is rendered as the green grid texture. Maybe from a point this far back you can see too much of the other side of the warpzone in the map? Picture attached.

xonotic20120717183050-00.jpg - broken warp zone (444 KB) doomsknight, 07/17/2012 07:50 pm



#1 Updated by kuniu_the_frogg about 2 years ago

i belive it is intended to be that way, for both gameplay (not seeing too much from distance) and performance (not rendering too much at the same time) reasons.

#2 Updated by BlaXpirit about 2 years ago

Yes, kuniu_the_frogg is probably right, and I've seen the same behavior in other maps.

#3 Updated by Debugger over 1 year ago

Sry to bump this, but it can be closed. It is intended this way indeed as this increases the performance of the map. This ticket can be closed.

#4 Updated by Samual over 1 year ago

  • Target version set to 0.7

#5 Updated by Mirio over 1 year ago

  • Status changed from New to Closed

#6 Updated by Samual over 1 year ago

There actually is a problem relating to this-- instead of fading to black or to the background behind the warpzone, it fades to the skybox-- which is okay on maps with i.e. a dark skybox, but on maps with a bright skybox you see the warpzone fade to a very bright color and then suddenly go black with green lines when it switches to the non-reflecting/refracting green matrices version.

I'll file another bug report for that later.

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