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| 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 |
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| 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 | | |
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| 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. |
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