MantisBT - Zandronum
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0002041Zandronum[All Projects] Bugpublic2015-01-01 18:252018-09-30 23:03
Edward-san 
Torr Samaho 
normalminorhave not tried
closedfixed 
2.0-beta 
2.02.0 
0002041: Software transfer brightness textures broken
After commit 5b5b95b got landed, I noticed that the textures in the example wad in ticket 0000733 (and also in the example wad I attached here) is dark instead of bright. There's no distinction between offline and online.

I took a look and noticed that the feature broke from changeset d8339813af1c .
Load the example wad. There are two pools: one with just the transfer heights, another with transfer heights(with 'draw fake floor only' flag) + transfer brightness. Both appear dark in 2.0, but in 1.3 the (bugged) pool is bright as it should.
No tags attached.
? lava_example.wad (9,276) 2015-01-01 18:25
/tracker/file_download.php?file_id=1357&type=bug
Issue History
2015-01-01 18:25Edward-sanNew Issue
2015-01-01 18:25Edward-sanFile Added: lava_example.wad
2015-01-01 18:28Torr SamahoNote Added: 0011182
2015-01-01 18:41Edward-sanNote Added: 0011186
2015-01-01 20:08Torr SamahoNote Added: 0011187
2015-01-01 20:09Torr SamahoAssigned To => Torr Samaho
2015-01-01 20:09Torr SamahoStatusnew => assigned
2015-01-01 20:24Torr SamahoNote Added: 0011189
2015-01-01 20:25cobaltStatusassigned => needs testing
2015-01-01 20:25cobaltTarget Version => 2.0
2015-01-01 20:25cobaltDescription Updatedbug_revision_view_page.php?rev_id=6233#r6233
2015-01-01 20:26cobaltNote Added: 0011190
2015-01-01 20:48Edward-sanNote Added: 0011192
2015-01-02 00:05Edward-sanFile Added: jumpmaze_map20_reduced.wad
2015-01-02 00:10Edward-sanNote Added: 0011204
2015-01-02 00:11Edward-sanFile Added: Screenshot_Doom_20150102_010737.png
2015-01-02 00:12Edward-sanFile Added: Screenshot_Doom_20150102_010941.png
2015-01-02 00:12Edward-sanNote Edited: 0011204bug_revision_view_page.php?bugnote_id=11204#r6247
2015-01-02 00:21Edward-sanNote Edited: 0011204bug_revision_view_page.php?bugnote_id=11204#r6248
2015-01-02 11:13Torr SamahoNote Added: 0011206
2015-01-02 11:16Torr SamahoNote Edited: 0011206bug_revision_view_page.php?bugnote_id=11206#r6251
2015-01-02 11:26Edward-sanNote Added: 0011207
2015-01-02 12:49Edward-sanFile Deleted: Screenshot_Doom_20150102_010941.png
2015-01-02 12:49Edward-sanFile Deleted: Screenshot_Doom_20150102_010737.png
2015-01-02 12:49Edward-sanFile Deleted: jumpmaze_map20_reduced.wad
2015-01-02 12:50Edward-sanNote Edited: 0011207bug_revision_view_page.php?bugnote_id=11207#r6253
2015-03-16 18:15StrikerMan780Note Added: 0011850
2015-03-16 18:16StrikerMan780Note Edited: 0011850bug_revision_view_page.php?bugnote_id=11850#r6792
2015-03-16 18:17DuskStatusneeds testing => resolved
2015-03-16 18:17DuskFixed in Version => 2.0
2015-03-16 18:17DuskResolutionopen => fixed
2018-09-30 23:03Blzut3Statusresolved => closed

Notes
(0011182)
Torr Samaho   
2015-01-01 18:28   
d8339813af1c upgraded the GZDoom base to revision 470. Does this work properly in GZDoom 470?
(0011186)
Edward-san   
2015-01-01 18:41   
Yes, works fine in GZDoom 470.
(0011187)
Torr Samaho   
2015-01-01 20:08   
I started to look into the issue and I'm pretty sure that the problem is that our software rendering code needs be adapted to the changes backported from GZDoom in this revision. I'm currently working on this.
(0011189)
Torr Samaho   
2015-01-01 20:24   
Should be fixed now. Thanks a lot for your detective work! This information helped a lot.
(0011190)
cobalt   
2015-01-01 20:26   
Issue addressed by commit 3ec02dc0c152: Fixed: The software 3D floors code was not adapted to the GZDoom changes ported in d8339813af1cf5057681e141bca010c1e02063a5 (fixes 2041).
Committed by Benjamin Berkels [Torr Samaho] on Thursday 01 January 2015 21:20:39

Changes in files:
 src/r_bsp.cpp | 8 ++++----
 src/r_segs.cpp | 8 ++++----
 src/r_things.cpp | 6 +++---
 3 files changed, 11 insertions(+), 11 deletions(-)
(0011192)
Edward-san   
2015-01-01 20:48   
*sigh* sounded much more cool to remove actual 3d floors and backport the zdoom version (plus the fixes), since we got so far with the code upgrade ...


anyways, it works fine in all the maps where I found those brightness issues (jumpmaze map20, jumpmaze2 map37).

I'll leave it open for eventual feedback from other testers.
(0011204)
Edward-san   
2015-01-02 00:10   
(edited on: 2015-01-02 00:21)
There are now two problems: in jumpmaze_map20_reduced.wad , load map01 (eh ignore the texture errors), use god mode and enter the lava. In zandronum 2.0 you'll see something like the first image I've attached. In gzdoom r900 and in skulltag 98d I see the second image I've attached.

First problem is the evident 'pillars effect' in the lava ceiling, which depend on the platforms emerging from the lava (just walk around to see how they change); the second problem is the missing red color applied to the player weapons (strangely all the cited source ports, including latest zdoom, don't change the player sprite to red in chase mode ... )

(0011206)
Torr Samaho   
2015-01-02 11:13   
(edited on: 2015-01-02 11:16)
The important question is whether this worked properly in ZDoom when the software 3D floor renderer was introduced. Unfortunately, this example wad doesn't work for these ZDoom versions since you can't go below the lava floor there. Do you have an idea how to verify this?

EDIT: Not necessary. This is even broken in ZDoom 2.7.1, so it's not a Zandronum bug.

(0011207)
Edward-san   
2015-01-02 11:26   
(edited on: 2015-01-02 12:50)
Sorry, I just tested and indeed I could reproduce it in latest zdoom build... I'll make a bug report over the zdoom forum.

[edit]cleaned up, will open a new tracker when zdoom will fix this.

(0011850)
StrikerMan780   
2015-03-16 18:15   
(edited on: 2015-03-16 18:16)
Is this the intended behavior?'http://puu.sh/gCVKg/88fb2f5da2.png [^]'

If so, It's fixed now.

The build I'm using:'http://s1.plusreed.com/jenkins/zandronum/zandronum-150314-0512_1048.zip [^]'