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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0003366 | Zandronum | [All Projects] Suggestion | public | 2018-02-03 22:42 | 2024-03-02 18:48 | ||||||||
Reporter | HellBlade64 | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | feature | Reproducibility | N/A | ||||||||
Status | acknowledged | Resolution | backport later | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | 3.0 | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0003366: Translucency options for projectiles, explosions etc. | ||||||||||||
Description | I grew up on classic Doom and I've always been offset by how Lost Souls, as well as many projectiles are given a translucency effect in ZDoom\Zandronum. While there's a means via console to disable the Lost Souls' translucency, there exists no way to do the same for the other objects given translucency. | ||||||||||||
Attached Files | |||||||||||||
Notes | |
(0019020) Korshun (reporter) 2018-02-07 00:01 |
GZDoom 3.0 includes an option to remove built-in translucency. I agree that this option should be available in Zandronum as well. |
(0019021) HellBlade64 (reporter) 2018-02-07 08:08 |
Also, the options to accurately emulate DOS doom (minus low resolution) completely. That was kind of what I was thinking. |
(0019022) Korshun (reporter) 2018-02-08 09:15 |
Not quite sure what you mean. Maybe open a separate issue for that? |
(0019023) HellBlade64 (reporter) 2018-02-09 04:29 |
What I'm referring to is implementing options to disable translucency, enable the original random number generator for all weapons and monster attacks etc. The RNG is sorta implemented, but only really for the SSG. On that note, bring the vanilla spread for the SSG and other weapons (where applicable) back. Addendum #1: It seems GZDoom's option to disable translucency is a little broken in the latest build. The BFG's tracer fizzle (which doubles as the teleport fizzle) is still translucent, even with translucency disabled. |
(0019024) Korshun (reporter) 2018-02-09 23:53 |
Why do you think compat_oldrandom affects only SSG? I have checked the source code and it replaces the random number generator with the vanilla version EVERYWHERE. This means it also affects bullet spread. Is there any other change to bullet spread in ZDoom? What other things would your proposed option affect? |
(0019025) HellBlade64 (reporter) 2018-02-10 05:33 |
It does work on the other weapons, too? News to me. Probably due to the fact I've only seen the old RNG in duels. As for what other things the options change... I've pretty much laid it all out as cleanly as I can. Not much else to say. It's all rooted in my original ticket post. I might just be hopelessly lost in my nostalgia, but I personally think that the first goal of all Doom source ports should have been faithfulness to the original game, then all the extra effects and scripts. I don't know if I make sense anymore... :3 |
(0019026) Korshun (reporter) 2018-02-10 12:51 |
Vanilla RNG and bullet spread are already in, and this ticket is about removing built-in translucency. So no more feature requests, right? I know there are also blockmap bugs from vanilla doom. Its blockmap code really sucks. compat_hitscan reproduces hitscan-related bugs but there doesn't seem to be a compatflag to reproduce actor collision bugs (like getting stuck in a Spider Mastermind). > I might just be hopelessly lost in my nostalgia, but I personally think that the first goal of all Doom source ports should have been faithfulness to the original game, then all the extra effects and scripts. I agree, but only to a reasonable degree. Not even Chocolate Doom reproduces some rare memory corruption bugs present in doom.exe. ZDoom can reasonably reproduce vanilla doom, with the exception of actor collision blockmap bugs and almost invisible numerical calculation changes that cause it to lose compatibility with vanilla Doom demos. Reproducing these vanilla doom calculations compatibility is thought to be too prohibitive to improving ZDoom, and requires thorough demo compatibility testing. |
(0019062) HellBlade64 (reporter) 2018-02-16 23:54 |
Also, I don't know if it's just me. But it seems like Imps, Zombiemen, Shotgun Guys, and Heavy Weapon Dudes are don't gib as often as they should with the Rocket Launcher, BFG, and Plasma Rifle. |
(0019063) Korshun (reporter) 2018-02-17 00:46 |
I have no idea why that would happen with BFG and plasma rifle. Rocket explosions may be less effective due to actually being round, unlike in vanilla Doom, where they are square (see'https://doomwiki.org/wiki/Blast_damage [^]'). I don't know for sure whether ZDoom explosions are square or round. |
(0019176) HellBlade64 (reporter) 2018-04-27 19:07 |
I haven't heard anything back on whether they're going to investigate this. Any news? |
(0023257) Ru5tK1ng (updater) 2024-03-02 18:48 |
Possibly could be backported for zan 4.0 but more likely to be beyond that. |
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Supporters: | Korshun HellBlade64 |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2018-02-03 22:42 | HellBlade64 | New Issue | |
2018-02-07 00:01 | Korshun | Note Added: 0019020 | |
2018-02-07 08:08 | HellBlade64 | Note Added: 0019021 | |
2018-02-08 09:15 | Korshun | Note Added: 0019022 | |
2018-02-09 04:29 | HellBlade64 | Note Added: 0019023 | |
2018-02-09 23:53 | Korshun | Note Added: 0019024 | |
2018-02-10 05:33 | HellBlade64 | Note Added: 0019025 | |
2018-02-10 12:51 | Korshun | Note Added: 0019026 | |
2018-02-16 23:54 | HellBlade64 | Note Added: 0019062 | |
2018-02-17 00:46 | Korshun | Note Added: 0019063 | |
2018-04-27 19:07 | HellBlade64 | Note Added: 0019176 | |
2024-03-02 18:48 | Ru5tK1ng | Note Added: 0023257 | |
2024-03-02 18:48 | Ru5tK1ng | Status | new => acknowledged |
2024-03-02 18:48 | Ru5tK1ng | Resolution | open => backport later |
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