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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0002544 | Zandronum | [All Projects] Bug | public | 2015-12-10 20:13 | 2024-02-28 20:15 | ||||
Reporter | StrikerMan780 | ||||||||
Assigned To | Torr Samaho | ||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | 3.0-beta | ||||||||
Target Version | zdoom-sync | Fixed in Version | 3.1 | ||||||
Summary | 0002544: Sector brightness of 256 breaks 3D Floor and Transfer lighting. | ||||||||
Description | It seems if there's a light level > 255 in a 3D Floor or Transfer Brightness control/target sector, the lighting borks up completely and the sectors turn dark, as if their light level was 0. | ||||||||
Steps To Reproduce | Download and run the attached WAD. The sectors dotted around the map should be green and fullbright. The 3D floor should just be fullbright both above and underneath. However, thanks to this bug, it seems that they are nearly pitch-black. | ||||||||
Attached Files | 256LightBug.wad [^] (66,878 bytes) 2015-12-10 20:13 256LightBugModels.pk3 [^] (272,082 bytes) 2016-01-25 00:28 Screenshot (2879).png [^] (706,911 bytes) 2020-06-02 03:46 | ||||||||
Notes | |
(0013957) Torr Samaho (administrator) 2015-12-10 21:31 |
I'm pretty sure that this is a GZDoom 1.8.6 bug that is fixed in the latest GZDoom version. Can you confirm this? |
(0013958) StrikerMan780 (reporter) 2015-12-10 21:50 |
Yeah, seems fixed in the latest GZDoom. |
(0013959) Empyre (reporter) 2015-12-11 09:00 |
Wait, is it possible to have brightness > 255? I thought the possible values were 0 - 255. |
(0013960) StrikerMan780 (reporter) 2015-12-11 09:07 edited on: 2015-12-21 21:55 |
0-256 are valid in (G)ZDoom. Have been for years. Hell, it's valid in Vanilla as well, see:'https://www.doomworld.com/vb/eternity/39584-prboom-and-zdoom-incorrectly-display-light-level-255/ [^]' |
(0013964) StrikerMan780 (reporter) 2015-12-11 23:41 |
Keep in mind, this IS a regression too. Zandronum 2.0 doesn't exhibit this bug. |
(0014007) StrikerMan780 (reporter) 2015-12-21 05:43 edited on: 2015-12-21 05:53 |
Doesn't happen in Software mode, seems the OpenGL renderer isn't properly clamping the values, so it wraps back to 0. It's fixed in GZDoom 2.0, but messed up still in 1.8.10. |
(0014008) StrikerMan780 (reporter) 2015-12-21 21:45 edited on: 2015-12-23 00:48 |
'http://puu.sh/m40Rj/28eaa9f9d4.png [^]' 'http://puu.sh/m415Z/3f08d2c9cf.png [^]' I got a ton of screenshots of the bug happening all over the place. It's rather serious. One commit that seems related to the bug is this:'https://github.com/coelckers/gzdoom/commit/62fd6c8e7456bb0152881b8b35ba3f76e7ff11fd [^]' However, that only fixed sprites turning black when on 3D Floors of brightness > 255. That fix should already be in Zan, since it's based on 1.8.6, be that as it may, it still left sector lighting out of the question, which is still messed up. It's fixed in GZDoom 2.1. |
(0014009) StrikerMan780 (reporter) 2015-12-21 22:17 edited on: 2015-12-22 19:21 |
Welp, in typical and not at all unexpected fashion I got nothing of use out of reporting it on the ZDoom forums:'http://forum.zdoom.org/viewtopic.php?f=7&t=50195 [^]' EDIT: Guess that means the bug needs to be fixed here, or Zan needs to be upgraded further to GZDoom 2.1... which, I imagine might split things a lot. |
(0014020) Edward-san (developer) 2015-12-24 13:11 edited on: 2015-12-24 13:13 |
As mentioned in the zdoom thread, it's fixed with'https://github.com/coelckers/gzdoom/commit/baa775b31c59cdc8a3216a0e366706febc3032ec [^]' , which is in the 2.x branch. |
(0014146) StrikerMan780 (reporter) 2016-01-21 15:29 |
'http://puu.sh/mE8LY/b39f60b8fa.png [^]' 'http://puu.sh/mE8Pn/54e96bb571.png [^]' You'd think something like this would be getting more attention, especially something so serious and yet so simple to fix. |
(0014151) Dusk (developer) 2016-01-21 22:20 |
Stop being so goddamn pushy. Surely Torr will get to this when he has the time. |
(0014154) StrikerMan780 (reporter) 2016-01-22 11:06 edited on: 2016-01-22 11:09 |
Ever tried watching a video you were anxiously waiting for on an extremely slow net connection? Where for every minute of video, there's 10 minutes of buffering time? Modding (and testing) for Zandronum is kind of like that right now. For every week of progress, there's at least 10 weeks waiting for something important to get taken care of in the port before any more progress can be made on the part of the modder or tester. The stop-and-go nature gets really tiresome, especially in special cases like this where it wouldn't take more than a few seconds of anyone's time to solve so things could move on. (Also, shouldn't there be much less worry, about conflicts (if any worry at all) now that there's the Zandronum Sync branch too?) Anyhow. I'll wait a little longer. While it is a nasty visual issue that will affect a lot of recently made maps, it doesn't crash the game. I've just been holding off on testing runs because I want everyone to focus on testing serious online bugs and I don't want the headache of always explaining the lighting issue to all the inevitable obsessive complainers who won't pay attention to anything else. That, and not being able to see jack shit in some maps does have a legitimate impact, and less of a petty/personal reason. |
(0014190) Torr Samaho (administrator) 2016-01-24 21:13 |
Quote from StrikerMan780 Apparently, not everybody thinks that it's so serious. Anyway, I backported the fix. |
(0014191) cobalt (updater) 2016-01-24 21:56 |
Issue addressed by commit 1749f30b2539: - fixed: Light level must be clamped before accessing the distfogtable. Committed by Christoph Oelckers on Wednesday 31 December 1969 23:59:57 Changes in files:
|
(0014194) StrikerMan780 (reporter) 2016-01-24 22:54 |
Thanks. Almost there, there's still one issue left. Seems 3D models still remain dark.'http://puu.sh/mImpz/0db7ad2def.png [^]' |
(0014196) StrikerMan780 (reporter) 2016-01-25 00:30 edited on: 2016-01-25 00:30 |
Attached a test PK3 demonstrating the bug with Models sitting on or below 3D Floors. Only seems to happen in some cases... But I managed to reproduce it here. The monitor on the desk in the back of the room to the left of the spawn shows up as being pitch black, rather than being lit properly. |
(0014197) StrikerMan780 (reporter) 2016-01-25 01:01 |
Happens in the latest GZDoom. Reported here:'http://forum.drdteam.org/viewtopic.php?f=24&t=6774 [^]' |
(0014287) StrikerMan780 (reporter) 2016-02-01 18:51 |
The issue has been fixed in these commits: 'https://github.com/coelckers/gzdoom/commit/1ad310e69ba6a63a62359ee4a1644313c0ed35d3 [^]' 'https://github.com/coelckers/gzdoom/commit/2c55dcca27155882221f68f8f101dd0a1d652c1b [^]' |
(0014289) Edward-san (developer) 2016-02-01 20:32 |
As Graf said in the gzdoom thread, these commits can't be merged as is because of gzdoom 2.x-exclusive changes, unless there's someone who manages to find a hack which could work with our code base... |
(0014290) Torr Samaho (administrator) 2016-02-01 22:01 |
Let's see if Alexey Lysiuk transfers these to the g1.8 branch. If you don't mind using the GZDoom 2.x renderer, I merged all changes into our zdoom-sync branch. |
(0016435) Ru5tK1ng (updater) 2016-12-08 02:00 |
Since it doesn't seem anyone will transfer the fixes, I'll change this ticket's target to zdoom-sync. |
(0017161) Combinebobnt (reporter) 2017-04-16 21:58 |
tested with r170416-0710 the 3d floors thing looked right in opengl and software the model wad in opengl showed a pitch black computer model. this probably isn't rigth |
(0017172) StrikerMan780 (reporter) 2017-04-17 17:05 |
You'd be correct. The 3D Model is supposed to be full bright, not black. |
(0021347) EpicTyphlosion (reporter) 2020-06-02 03:47 |
This appears to be resolved in 3.0.1, see the attached image. Since this is the only other bug in the zdoom-sync roadmap section, I would highly suggest this report be changed to resolved or closed. |
(0023097) Ru5tK1ng (updater) 2024-02-28 20:15 |
Closing based off comment ^ |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
|
Supporters: | Hypnotoad StrikerMan780 Combinebobnt EpicTyphlosion |
Opponents: | Razgriz |
Issue History | |||
Date Modified | Username | Field | Change |
2015-12-10 20:13 | StrikerMan780 | New Issue | |
2015-12-10 20:13 | StrikerMan780 | File Added: 256LightBug.wad | |
2015-12-10 21:09 | Dusk | Summary | [3.0 beta] Sector brightness of 256 breaks 3D Floor and Transfer lighting. => Sector brightness of 256 breaks 3D Floor and Transfer lighting. |
2015-12-10 21:31 | Torr Samaho | Note Added: 0013957 | |
2015-12-10 21:50 | StrikerMan780 | Note Added: 0013958 | |
2015-12-11 09:00 | Empyre | Note Added: 0013959 | |
2015-12-11 09:07 | StrikerMan780 | Note Added: 0013960 | |
2015-12-11 09:07 | StrikerMan780 | Note Edited: 0013960 | View Revisions |
2015-12-11 23:41 | StrikerMan780 | Note Added: 0013964 | |
2015-12-21 05:43 | StrikerMan780 | Note Added: 0014007 | |
2015-12-21 05:53 | StrikerMan780 | Note Edited: 0014007 | View Revisions |
2015-12-21 21:45 | StrikerMan780 | Note Added: 0014008 | |
2015-12-21 21:47 | StrikerMan780 | Note Edited: 0014008 | View Revisions |
2015-12-21 21:51 | StrikerMan780 | Note Edited: 0014008 | View Revisions |
2015-12-21 21:55 | StrikerMan780 | Note Edited: 0013960 | View Revisions |
2015-12-21 22:17 | StrikerMan780 | Note Added: 0014009 | |
2015-12-22 19:21 | StrikerMan780 | Note Edited: 0014009 | View Revisions |
2015-12-23 00:48 | StrikerMan780 | Note Edited: 0014008 | View Revisions |
2015-12-24 13:11 | Edward-san | Note Added: 0014020 | |
2015-12-24 13:13 | Edward-san | Note Edited: 0014020 | View Revisions |
2016-01-21 15:29 | StrikerMan780 | Note Added: 0014146 | |
2016-01-21 22:20 | Dusk | Note Added: 0014151 | |
2016-01-22 11:06 | StrikerMan780 | Note Added: 0014154 | |
2016-01-22 11:06 | StrikerMan780 | Note Edited: 0014154 | View Revisions |
2016-01-22 11:08 | StrikerMan780 | Note Edited: 0014154 | View Revisions |
2016-01-22 11:09 | StrikerMan780 | Note Edited: 0014154 | View Revisions |
2016-01-24 21:13 | Torr Samaho | Note Added: 0014190 | |
2016-01-24 21:19 | Torr Samaho | Assigned To | => Torr Samaho |
2016-01-24 21:19 | Torr Samaho | Status | new => assigned |
2016-01-24 21:56 | cobalt | Status | assigned => needs testing |
2016-01-24 21:56 | cobalt | Target Version | => 3.0 |
2016-01-24 21:56 | cobalt | Steps to Reproduce Updated | View Revisions |
2016-01-24 21:56 | cobalt | Note Added: 0014191 | |
2016-01-24 22:54 | StrikerMan780 | Note Added: 0014194 | |
2016-01-25 00:28 | StrikerMan780 | File Added: 256LightBugModels.pk3 | |
2016-01-25 00:30 | StrikerMan780 | Note Added: 0014196 | |
2016-01-25 00:30 | StrikerMan780 | Note Edited: 0014196 | View Revisions |
2016-01-25 01:01 | StrikerMan780 | Note Added: 0014197 | |
2016-02-01 18:51 | StrikerMan780 | Note Added: 0014287 | |
2016-02-01 20:32 | Edward-san | Note Added: 0014289 | |
2016-02-01 22:01 | Torr Samaho | Note Added: 0014290 | |
2016-12-08 02:00 | Ru5tK1ng | Note Added: 0016435 | |
2016-12-08 02:00 | Ru5tK1ng | Target Version | 3.0 => zdoom-sync |
2016-12-08 02:00 | Ru5tK1ng | Steps to Reproduce Updated | View Revisions |
2017-04-16 21:58 | Combinebobnt | Note Added: 0017161 | |
2017-04-17 17:05 | StrikerMan780 | Note Added: 0017172 | |
2020-06-02 03:46 | EpicTyphlosion | File Added: Screenshot (2879).png | |
2020-06-02 03:47 | EpicTyphlosion | Note Added: 0021347 | |
2024-02-28 20:15 | Ru5tK1ng | Note Added: 0023097 | |
2024-02-28 20:15 | Ru5tK1ng | Status | needs testing => resolved |
2024-02-28 20:15 | Ru5tK1ng | Resolution | open => fixed |
2024-02-28 20:15 | Ru5tK1ng | Fixed in Version | => 3.1 |
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