MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0001686 | Zandronum | [All Projects] Bug | public | 2014-01-28 17:16 | 2018-09-30 23:09 |
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Reporter | NeveHanter | |
Assigned To | Torr Samaho | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | closed | Resolution | fixed | |
Platform | x86-64 | OS | Archlinux | OS Version | |
Product Version | 2.0-beta | |
Target Version | 2.0 | Fixed in Version | 2.0 | |
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Summary | 0001686: Missing colors of existing sprites after loading saved game |
Description | First of all I like to post that I'm using newest self-compiled version from mercurial repository of zandronum, and here's the problem
After loading previously saved game all monsters/things are gray, they lose colors, but in ex. when I kill any monster, his dead body and dying animation have colors back to normal, so it occur only to existing sprites, newly created projectiles/monsters/things are ok attaching screenshots and save game for vanilla doom2.wad |
Steps To Reproduce | Start a new game, save game and then load your savegame |
Additional Information | |
Tags | color, load, loadgame, save, savegame, sprite, thing |
Relationships | |
Attached Files | Screenshot_Doom_20140128_180829.png (687,110) 2014-01-28 17:16 /tracker/file_download.php?file_id=1154&type=bug
Screenshot_Doom_20140128_182258.png (760,069) 2014-01-28 17:23 /tracker/file_download.php?file_id=1155&type=bug
Screenshot_Doom_20140128_182302.png (724,073) 2014-01-28 17:24 /tracker/file_download.php?file_id=1156&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2014-01-28 17:16 | NeveHanter | New Issue | |
2014-01-28 17:16 | NeveHanter | File Added: Screenshot_Doom_20140128_180829.png | |
2014-01-28 17:23 | NeveHanter | Note Added: 0008144 | |
2014-01-28 17:23 | NeveHanter | File Added: Screenshot_Doom_20140128_182258.png | |
2014-01-28 17:24 | NeveHanter | File Added: Screenshot_Doom_20140128_182302.png | |
2014-01-31 15:06 | Dusk | Note Added: 0008150 | |
2014-01-31 15:06 | Dusk | Status | new => confirmed |
2014-01-31 15:07 | Dusk | Priority | high => normal |
2014-01-31 15:07 | Dusk | Severity | major => minor |
2014-01-31 15:07 | Dusk | Product Version | => 2.0-beta |
2014-01-31 15:07 | Dusk | Target Version | => 2.0 |
2014-01-31 15:13 | NeveHanter | Note Added: 0008151 | |
2014-02-01 15:59 | Torr Samaho | Note Added: 0008152 | |
2014-02-01 21:36 | Torr Samaho | Assigned To | => Torr Samaho |
2014-02-01 21:36 | Torr Samaho | Status | confirmed => feedback |
2014-02-01 21:54 | NeveHanter | Note Added: 0008153 | |
2014-02-01 21:54 | NeveHanter | Status | feedback => assigned |
2014-12-31 12:16 | Torr Samaho | Note Added: 0011151 | |
2014-12-31 12:16 | Torr Samaho | Status | assigned => feedback |
2015-01-06 01:22 | Dusk | Note Added: 0011310 | |
2015-01-06 01:22 | Dusk | Status | feedback => resolved |
2015-01-06 01:22 | Dusk | Fixed in Version | => 2.0 |
2015-01-06 01:22 | Dusk | Resolution | open => fixed |
2018-09-30 23:09 | Blzut3 | Status | resolved => closed |
Notes |
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I've made a mistake in description, dying monsters and their bodies after killing a monster don't get back to normal in vanilla doom, but in brutal doom they do. Attaching screenshots from brutal doom v19 mod |
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(0008150)
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Dusk
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2014-01-31 15:06
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Happens in the GL renderer only, software is fine.
I think monsters revert to their original colorsin Brutal Doom since it spawns separate actors for those.. right? |
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Software is fine, confirm. About reverting colors, yes, brutal doom creates new actors when one of them is dying. |
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Seems to work fine for me under Windows. Is this a Linux specific problem? |
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Yes it works fine on windows on Intel HD 4600, but not on linux. Checked on that GPU devices:
Intel HD Graphics ( Nehalem iGPU ),
Intel HD Graphics 4600,
AMD Radeon Mobility 5650
So it is linux specific |
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Seems to work fine for me in the latest beta build under Ubuntu. Is this still not working for somebody? |
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(0011310)
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Dusk
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2015-01-06 01:22
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I can confirm that this was broken in 28904595146d but is fixed in 23ef572ac9e5. |
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