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IDProjectCategoryView StatusDate SubmittedLast Update
0003447Zandronum[All Projects] Bugpublic2018-08-19 02:502024-03-01 05:47
ReporterRipperoni 
Assigned To 
PriorityhighSeverityfeatureReproducibilityalways
StatusconfirmedResolutionbackport later 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version3.0 
Target VersionFixed in Version 
Summary0003447: Brightmaps broken for textures - fixed in GZDoom, fix can be backported.
DescriptionI 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 ReproduceIf 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 InformationLike 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.
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- 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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