MantisBT - Zandronum
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0002806Zandronum[All Projects] Bugpublic2016-08-17 21:502018-09-30 21:56
Cutman 
Dusk 
normalmajoralways
closedfixed 
MicrosoftWindowsXP/Vista/7
2.1 
3.03.0 
0002806: Player powerup colour is ignored while above/below a 3D floor sector.
Hi,

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.
1. 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.
We 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!
No tags attached.
? powerupbugtest.wad (7,551) 2016-08-17 21:50
/tracker/file_download.php?file_id=1877&type=bug
Issue History
2016-08-17 21:50CutmanNew Issue
2016-08-17 21:50CutmanFile Added: powerupbugtest.wad
2016-08-17 22:18DuskNote Added: 0015458
2016-08-17 22:18DuskStatusnew => closed
2016-08-17 22:18DuskResolutionopen => not fixable
2016-08-17 22:19DuskNote Edited: 0015458bug_revision_view_page.php?bugnote_id=15458#r9404
2016-08-17 22:29DuskPriorityhigh => normal
2016-08-17 22:34CutmanNote Added: 0015461
2016-08-17 22:34CutmanStatusclosed => feedback
2016-08-17 22:34CutmanResolutionnot fixable => reopened
2016-08-18 09:06Edward-sanNote Added: 0015475
2016-08-18 13:31DuskNote Added: 0015483
2016-08-20 09:23DuskNote Added: 0015503
2016-08-20 09:23DuskAssigned To => Dusk
2016-08-20 09:23DuskStatusfeedback => needs review
2016-08-28 20:41Torr SamahoNote Added: 0015534
2016-08-28 20:41Torr SamahoNote Edited: 0015534bug_revision_view_page.php?bugnote_id=15534#r9455
2016-10-31 03:12CutmanNote Added: 0016129
2016-10-31 04:05WaTaKiDNote Added: 0016130
2016-10-31 04:12CutmanNote Added: 0016131
2016-11-06 16:46Torr SamahoNote Added: 0016152
2016-11-06 16:49Torr SamahoStatusneeds review => feedback
2016-11-06 17:19CutmanNote Added: 0016155
2016-11-06 17:19CutmanStatusfeedback => assigned
2016-11-06 17:27CutmanNote Edited: 0016155bug_revision_view_page.php?bugnote_id=16155#r9844
2016-11-06 17:30CutmanNote Edited: 0016155bug_revision_view_page.php?bugnote_id=16155#r9845
2016-11-06 18:31Torr SamahoNote Added: 0016158
2016-11-06 18:37Torr SamahoNote Added: 0016159
2016-11-06 18:37Torr SamahoStatusassigned => needs testing
2016-11-06 18:45CutmanNote Added: 0016160
2016-11-06 19:57Torr SamahoNote Added: 0016161
2016-11-06 19:57Torr SamahoTarget Version => 3.0
2016-11-06 19:58Torr SamahoProduct Version3.0-beta => 2.1
2016-12-08 03:47Ru5tK1ngNote Added: 0016443
2016-12-08 03:47Ru5tK1ngStatusneeds testing => resolved
2016-12-08 03:47Ru5tK1ngResolutionreopened => fixed
2016-12-08 03:47Ru5tK1ngFixed in Version => 3.0
2018-09-30 21:56Blzut3Statusresolved => closed

Notes
(0015458)
Dusk   
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.

(0015461)
Cutman   
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.
(0015475)
Edward-san   
2016-08-18 09:06   
Does it happen in GZDoom 1.8.6?
(0015483)
Dusk   
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.
(0015503)
Dusk   
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.
(0015534)
Torr Samaho   
2016-08-28 20:41   
I think the OpenGL fix is fine. This should fix the problem in the software renderer.

(0016129)
Cutman   
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.
(0016130)
WaTaKiD   
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 [^]'
(0016131)
Cutman   
2016-10-31 04:12   
Tested both, appears to be working!
(0016152)
Torr Samaho   
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?
(0016155)
Cutman   
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 [^]'

(0016158)
Torr Samaho   
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.
(0016159)
Torr Samaho   
2016-11-06 18:37   
Please check if this fixes the problem regardless of the settings and the renderer.
(0016160)
Cutman   
2016-11-06 18:45   
Appears to be working!

'http://imgur.com/a/UjnLT [^]'
(0016161)
Torr Samaho   
2016-11-06 19:57   
Thanks for checking! I added the fixes to the main repo.
(0016443)
Ru5tK1ng   
2016-12-08 03:47   
Both renderers working as reported.