LeoD, on 21 March 2019 - 04:47 PM, said:
Well, I have to admit that these answers aren't more satisfying than the log message ... has this really any potential to interfere with a mapper's intentions? Can someone point me to example maps/locations or screenshots?
Normally users won't see any immediate change out of this. If more than anything, it just means that mapper's intention will now always be obeyed when previously it could shift annoyingly between renderers. Now mappers can produce maps that work for a larger player base without issues. If you've seen cases where textures shift around between side-by-side comparisons, this is the fix. Nothing else. Classic is the reference renderer and has always been, any change is usually related to imprecise calculations and case by case decision has to be made if something should be left "correct" or changed, i.e. screen warping doesn't need to exist in polymost.
There are many things in Duke that are mathematically "wrong" due to not being real 3D, going mathematically correct will break stuff. When working with 3D, your options are quite often limited to these correct implementations of 3D instead of cycle saving approximations. When you have an engine with 20+ years of content designed for these approximations, you can see breakage some times.
This specific case mostly applies to the hacky relative texture setup that build has in the first place and how it does texture mapping. Math is not 100% and some times the texture mapping doesn't match between renderers on i.e. larger surfaces with sloping.
NF: SOS should still continue to work as usual, there are obviously issues with that, but in IM for example we have multiple maps where this isn't an issue.
It seems to be related to portal traversal as I managed to fix this in one case by removing a visual connecting window between lower/upper part. Although this is just speculation based on experiments.