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IDProjectCategoryView StatusDate SubmittedLast Update
0002417Zandronum[All Projects] Bugpublic2015-08-26 06:422015-11-29 11:45
Reporteragaures 
Assigned ToTorr Samaho 
PrioritynormalSeverityfeatureReproducibilityalways
StatusclosedResolutionwaiting for zdoom 
PlatformMircosoftOSWindowsOS Version10
Product Version3.0-beta 
Target VersionFixed in Version 
Summary0002417: -Updated- 3D floors and fog
DescriptionSo this is sort of an update to my previous ticket. Transferred fog via 3d floors doesn't work properly in Zandronum 2.1.2 or 3.0 (3.0-alpha-150819-2351 as released on the forums).

Observations from 2.1.2 and 3.0 (observations also confirmed by Abbuw)

3.0 - Software render: Fog is not shown properly and instead acts like coloured sector lighting
3.0 - Hardware render: Same as above

2.1.2 - Software render: Same as above
2.1.2 - Hardware render: Nothing shown at all. (standard sector lighting/fog)

The file used has been attached.
Steps To ReproduceNormal way of transferring fog (don't alter sector colour or anything else) using 3d floors. Doesn't matter what type it is (solid, water, non-solid etc) same results are produced.
Additional InformationNoclipping outside of the map and looking at the dummy sector from different distances shows that the fog is working correctly. The same results just aren't being transferred properly.
Attached Files? file icon water borken.wad [^] (4,008 bytes) 2015-08-26 06:42

- Relationships

-  Notes
User avatar (0013285)
Dusk (developer)
2015-08-26 10:18

What about GZDoom 1.8.6?
User avatar (0013287)
agaures (reporter)
2015-08-27 00:27

Yeah the same thing happens in GZDoom 1.8.6. looks like sector lighting.
User avatar (0013294)
Torr Samaho (administrator)
2015-08-27 17:45

Which GZDoom version works properly for you?
User avatar (0013300)
agaures (reporter)
2015-08-28 07:50

Interesting question. I tried 1.8.02 and my latest 2.1 which both produced the same result. Maybe it's something to do with the way i am creating it.

I should also point out that turning fog off in opengl doesn't change anything.
User avatar (0013805)
Torr Samaho (administrator)
2015-11-15 15:51

Does this mean that the latest GZDoom version doesn't work as you expect it to?
User avatar (0013883)
agaures (reporter)
2015-11-26 10:13

Correct, latest GZDoom produces the same results.
While searching around for similar problems i found that Graf said this:
"1. The engine cannot easily separate fog above and below a 3D-floor. The problem is not so much the actual rendering of the fog but the boundaries.
2. A sector's fade gets transferred to a blend when used in conjunction with 3D-floors."
User avatar (0013900)
Torr Samaho (administrator)
2015-11-29 11:44

Ok, this is not a Zandronum bug then. So I'm closing this here. If you'd like the behavior to be changed, please request this at the GZDoom forum. If GZDoom makes changes in this direction, please let me know. Then we can talk about backporting the changes to Zandronum.

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- Issue History
Date Modified Username Field Change
2015-08-26 06:42 agaures New Issue
2015-08-26 06:42 agaures File Added: water borken.wad
2015-08-26 10:18 Dusk Note Added: 0013285
2015-08-26 10:18 Dusk Status new => feedback
2015-08-27 00:27 agaures Note Added: 0013287
2015-08-27 00:27 agaures Status feedback => new
2015-08-27 17:45 Torr Samaho Note Added: 0013294
2015-08-28 07:50 agaures Note Added: 0013300
2015-11-15 15:51 Torr Samaho Note Added: 0013805
2015-11-15 15:51 Torr Samaho Status new => feedback
2015-11-26 10:13 agaures Note Added: 0013883
2015-11-26 10:13 agaures Status feedback => new
2015-11-29 11:44 Torr Samaho Note Added: 0013900
2015-11-29 11:45 Torr Samaho Status new => closed
2015-11-29 11:45 Torr Samaho Assigned To => Torr Samaho
2015-11-29 11:45 Torr Samaho Resolution open => waiting for zdoom






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