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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0002806 | Zandronum | [All Projects] Bug | public | 2016-08-17 21:50 | 2018-09-30 21:56 | ||||
Reporter | Cutman | ||||||||
Assigned To | Dusk | ||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | closed | Resolution | fixed | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | 2.1 | ||||||||
Target Version | 3.0 | Fixed in Version | 3.0 | ||||||
Summary | 0002806: Player powerup colour is ignored while above/below a 3D floor sector. | ||||||||
Description | 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. | ||||||||
Steps To Reproduce | 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. | ||||||||
Additional Information | 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! | ||||||||
Attached Files | powerupbugtest.wad [^] (7,551 bytes) 2016-08-17 21:50 | ||||||||
Notes | |
(0015458) Dusk (developer) 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 (reporter) 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 (developer) 2016-08-18 09:06 |
Does it happen in GZDoom 1.8.6? |
(0015483) Dusk (developer) 2016-08-18 13:31 |
Ah, this also happens in OpenGL? That seems a bit more reasonable to fix.Quote This is a Zandronum-only feature, so no. |
(0015503) Dusk (developer) 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 (administrator) 2016-08-28 20:41 edited on: 2016-08-28 20:41 |
I think the OpenGL fix is fine. This should fix the problem in the software renderer. |
(0016129) Cutman (reporter) 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 (updater) 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 (reporter) 2016-10-31 04:12 |
Tested both, appears to be working! |
(0016152) Torr Samaho (administrator) 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 (reporter) 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 (administrator) 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 (administrator) 2016-11-06 18:37 |
Please check if this fixes the problem regardless of the settings and the renderer. |
(0016160) Cutman (reporter) 2016-11-06 18:45 |
Appears to be working! 'http://imgur.com/a/UjnLT [^]' |
(0016161) Torr Samaho (administrator) 2016-11-06 19:57 |
Thanks for checking! I added the fixes to the main repo. |
(0016443) Ru5tK1ng (updater) 2016-12-08 03:47 |
Both renderers working as reported. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
|
Supporters: | Combinebobnt |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2016-08-17 21:50 | Cutman | New Issue | |
2016-08-17 21:50 | Cutman | File Added: powerupbugtest.wad | |
2016-08-17 22:18 | Dusk | Note Added: 0015458 | |
2016-08-17 22:18 | Dusk | Status | new => closed |
2016-08-17 22:18 | Dusk | Resolution | open => not fixable |
2016-08-17 22:19 | Dusk | Note Edited: 0015458 | View Revisions |
2016-08-17 22:29 | Dusk | Priority | high => normal |
2016-08-17 22:34 | Cutman | Note Added: 0015461 | |
2016-08-17 22:34 | Cutman | Status | closed => feedback |
2016-08-17 22:34 | Cutman | Resolution | not fixable => reopened |
2016-08-18 09:06 | Edward-san | Note Added: 0015475 | |
2016-08-18 13:31 | Dusk | Note Added: 0015483 | |
2016-08-20 09:23 | Dusk | Note Added: 0015503 | |
2016-08-20 09:23 | Dusk | Assigned To | => Dusk |
2016-08-20 09:23 | Dusk | Status | feedback => needs review |
2016-08-28 20:41 | Torr Samaho | Note Added: 0015534 | |
2016-08-28 20:41 | Torr Samaho | Note Edited: 0015534 | View Revisions |
2016-10-31 03:12 | Cutman | Note Added: 0016129 | |
2016-10-31 04:05 | WaTaKiD | Note Added: 0016130 | |
2016-10-31 04:12 | Cutman | Note Added: 0016131 | |
2016-11-06 16:46 | Torr Samaho | Note Added: 0016152 | |
2016-11-06 16:49 | Torr Samaho | Status | needs review => feedback |
2016-11-06 17:19 | Cutman | Note Added: 0016155 | |
2016-11-06 17:19 | Cutman | Status | feedback => assigned |
2016-11-06 17:27 | Cutman | Note Edited: 0016155 | View Revisions |
2016-11-06 17:30 | Cutman | Note Edited: 0016155 | View Revisions |
2016-11-06 18:31 | Torr Samaho | Note Added: 0016158 | |
2016-11-06 18:37 | Torr Samaho | Note Added: 0016159 | |
2016-11-06 18:37 | Torr Samaho | Status | assigned => needs testing |
2016-11-06 18:45 | Cutman | Note Added: 0016160 | |
2016-11-06 19:57 | Torr Samaho | Note Added: 0016161 | |
2016-11-06 19:57 | Torr Samaho | Target Version | => 3.0 |
2016-11-06 19:58 | Torr Samaho | Product Version | 3.0-beta => 2.1 |
2016-12-08 03:47 | Ru5tK1ng | Note Added: 0016443 | |
2016-12-08 03:47 | Ru5tK1ng | Status | needs testing => resolved |
2016-12-08 03:47 | Ru5tK1ng | Resolution | reopened => fixed |
2016-12-08 03:47 | Ru5tK1ng | Fixed in Version | => 3.0 |
2018-09-30 21:56 | Blzut3 | Status | resolved => closed |
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