MantisBT - Zandronum | |||||
View Issue Details | |||||
ID | Project | Category | View Status | Date Submitted | Last Update |
0003447 | Zandronum | [All Projects] Bug | public | 2018-08-19 02:50 | 2024-03-01 05:47 |
Reporter | Ripperoni | ||||
Assigned To | |||||
Priority | high | Severity | feature | Reproducibility | always |
Status | confirmed | Resolution | backport later | ||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 3.0 | ||||
Target Version | Fixed in Version | ||||
Summary | 0003447: Brightmaps broken for textures - fixed in GZDoom, fix can be backported. | ||||
Description | I reported this bug on the ZDoom forums as seen here: 'https://forum.zdoom.org/viewtopic.php?f=2&t=58444 [^]' It has since been fixed on GZDoom but it's still broken on Zandronum. Considering the only way to circumvent this problem is using a modified Doom2.wad, this is less than ideal. As far as I can see the fix was merely one line for code so backporting this fix should be trivial. | ||||
Steps To Reproduce | If you have a texture replacement for an original Doom 2 texture, it will automatically disable the brightmaps. This appears to be akin to using the "iwad" command in the definition as seen here:'https://zdoom.org/wiki/GLDEFS#Brightmaps, [^]' however it appears to be mistakenly enabled by default. | ||||
Additional Information | Like I said, this was fixed in GZDoom as seen'https://github.com/coelckers/gzdoom/commit/c2b4efbea03cc70887e6493d66b816d89d998919 [^]' here, so backporting the fix should hopefully be trivial. | ||||
Tags | No tags attached. | ||||
Relationships | |||||
Attached Files | |||||
Issue History | |||||
Date Modified | Username | Field | Change | ||
2018-08-19 02:50 | Ripperoni | New Issue | |||
2024-03-01 05:47 | Ru5tK1ng | Status | new => confirmed | ||
2024-03-01 05:47 | Ru5tK1ng | Resolution | open => backport later |
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