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IDProjectCategoryView StatusDate SubmittedLast Update
0002806Zandronum[All Projects] Bugpublic2016-08-17 21:502018-09-30 21:56
ReporterCutman 
Assigned ToDusk 
PrioritynormalSeveritymajorReproducibilityalways
StatusclosedResolutionfixed 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version2.1 
Target Version3.0Fixed in Version3.0 
Summary0002806: Player powerup colour is ignored while above/below a 3D floor sector.
DescriptionHi,

If the player has a powerup such as an Invulnerability Sphere or Doom Sphere, their colour change won't be visible to enemy players while he/she is standing in a sector that has a 3d floor attached to it.

See attached file to find a map to test this out quickly.
Steps To Reproduce1. Download the attached file and go to map01.
2. When you spawn, grab the Invulnerability Sphere or Doom Sphere (may require skulltag sprites).
3. Walk over the teleporter texture. It will use ChangeCamera to show what you look like from another player's perspective.
4. Move your player under the 3d floor. Your powerup colour will disappear.
Additional InformationWe have lots of powerup use planned for MM8BDM v6 so I would like to get this fixed out of the way for zand 3.0. Thanks!
Attached Files? file icon powerupbugtest.wad [^] (7,551 bytes) 2016-08-17 21:50

- Relationships

-  Notes
User avatar (0015458)
Dusk (developer)
2016-08-17 22:18
edited on: 2016-08-17 22:19

The software renderer is a hideous mess with no documentation whatsoever which makes fixing any bugs in it practically impossible. Your best bet is finding the guy who added software 3d floors, "kgsws" and get him to fix this.

User avatar (0015461)
Cutman (reporter)
2016-08-17 22:34

This happens in the OpenGL renderer as well, is it not possible to fix in that? If no, apologies for re-opening this but I wanted to make sure you are aware this happening in both renderers.
User avatar (0015475)
Edward-san (developer)
2016-08-18 09:06

Does it happen in GZDoom 1.8.6?
User avatar (0015483)
Dusk (developer)
2016-08-18 13:31

Ah, this also happens in OpenGL? That seems a bit more reasonable to fix.

Quote
Does it happen in GZDoom 1.8.6?

This is a Zandronum-only feature, so no.
User avatar (0015503)
Dusk (developer)
2016-08-20 09:23

I pieced together some kind of a fix for the OpenGL renderer. I'm very unfamiliar with the renderer but this seems to fix the problem. I took another look at the software renderer as well, but its cryptic nature is just too much.
User avatar (0015534)
Torr Samaho (administrator)
2016-08-28 20:41
edited on: 2016-08-28 20:41

I think the OpenGL fix is fine. This should fix the problem in the software renderer.

User avatar (0016129)
Cutman (reporter)
2016-10-31 03:12

I noticed this still isn't in. Am I supposed to test this? I've never had to mess with bitbucket and similar sites so not sure how to test this out for you but would be happy to.
User avatar (0016130)
WaTaKiD (updater)
2016-10-31 04:05

this build contains the first commit (for opengl): 'https://www.dropbox.com/s/6fe22gwujf82ozm/zandronum-3.0-r160820-0919-609bb8e-windows.zip?dl=0 [^]'

and this one contains the second (software): 'https://www.dropbox.com/s/kii8r1imh8v71tf/zandronum-3.0-r160828-2035-1054367-windows.zip?dl=0 [^]'
User avatar (0016131)
Cutman (reporter)
2016-10-31 04:12

Tested both, appears to be working!
User avatar (0016152)
Torr Samaho (administrator)
2016-11-06 16:46

For some reason, the OpenGL fix does not work for me with powerupbugtest.wad. IIRC it worked for me in the past, but it does not work now. Can somebody for whom the fix is working upload his ini?
User avatar (0016155)
Cutman (reporter)
2016-11-06 17:19
edited on: 2016-11-06 17:30

'http://pastebin.com/L4GLbFSc [^]'

I think I found the problem though. With forced Y billboarding enabled in opengl options it breaks again. We had a similar issue with certain mm8bdm maps where if the lighting was set above 255, the sprites would go full dark if the setting was on Y Axis. The fixed build posted works with x/y axis, but not y axis. It's probably effecting all actors with +FORCEYBILLBOARD too.

'http://imgur.com/a/lGzVq [^]'

User avatar (0016158)
Torr Samaho (administrator)
2016-11-06 18:31

Good finding! It does work with "gl_billboard_mode 0", but not with 1. I'll have a closer look.
User avatar (0016159)
Torr Samaho (administrator)
2016-11-06 18:37

Please check if this fixes the problem regardless of the settings and the renderer.
User avatar (0016160)
Cutman (reporter)
2016-11-06 18:45

Appears to be working!

'http://imgur.com/a/UjnLT [^]'
User avatar (0016161)
Torr Samaho (administrator)
2016-11-06 19:57

Thanks for checking! I added the fixes to the main repo.
User avatar (0016443)
Ru5tK1ng (updater)
2016-12-08 03:47

Both renderers working as reported.

Issue Community Support
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
Supporters: Combinebobnt
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2016-08-17 21:50 Cutman New Issue
2016-08-17 21:50 Cutman File Added: powerupbugtest.wad
2016-08-17 22:18 Dusk Note Added: 0015458
2016-08-17 22:18 Dusk Status new => closed
2016-08-17 22:18 Dusk Resolution open => not fixable
2016-08-17 22:19 Dusk Note Edited: 0015458 View Revisions
2016-08-17 22:29 Dusk Priority high => normal
2016-08-17 22:34 Cutman Note Added: 0015461
2016-08-17 22:34 Cutman Status closed => feedback
2016-08-17 22:34 Cutman Resolution not fixable => reopened
2016-08-18 09:06 Edward-san Note Added: 0015475
2016-08-18 13:31 Dusk Note Added: 0015483
2016-08-20 09:23 Dusk Note Added: 0015503
2016-08-20 09:23 Dusk Assigned To => Dusk
2016-08-20 09:23 Dusk Status feedback => needs review
2016-08-28 20:41 Torr Samaho Note Added: 0015534
2016-08-28 20:41 Torr Samaho Note Edited: 0015534 View Revisions
2016-10-31 03:12 Cutman Note Added: 0016129
2016-10-31 04:05 WaTaKiD Note Added: 0016130
2016-10-31 04:12 Cutman Note Added: 0016131
2016-11-06 16:46 Torr Samaho Note Added: 0016152
2016-11-06 16:49 Torr Samaho Status needs review => feedback
2016-11-06 17:19 Cutman Note Added: 0016155
2016-11-06 17:19 Cutman Status feedback => assigned
2016-11-06 17:27 Cutman Note Edited: 0016155 View Revisions
2016-11-06 17:30 Cutman Note Edited: 0016155 View Revisions
2016-11-06 18:31 Torr Samaho Note Added: 0016158
2016-11-06 18:37 Torr Samaho Note Added: 0016159
2016-11-06 18:37 Torr Samaho Status assigned => needs testing
2016-11-06 18:45 Cutman Note Added: 0016160
2016-11-06 19:57 Torr Samaho Note Added: 0016161
2016-11-06 19:57 Torr Samaho Target Version => 3.0
2016-11-06 19:58 Torr Samaho Product Version 3.0-beta => 2.1
2016-12-08 03:47 Ru5tK1ng Note Added: 0016443
2016-12-08 03:47 Ru5tK1ng Status needs testing => resolved
2016-12-08 03:47 Ru5tK1ng Resolution reopened => fixed
2016-12-08 03:47 Ru5tK1ng Fixed in Version => 3.0
2018-09-30 21:56 Blzut3 Status resolved => closed






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