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IDProjectCategoryView StatusDate SubmittedLast Update
0003987Zandronum[All Projects] Bugpublic2022-03-27 21:542024-03-01 04:27
ReporterXenaero 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusnewResolutionopen 
PlatformWindowsOS10OS Version21H1
Product Version3.1 
Target VersionFixed in Version 
Summary0003987: Sprite billboarding X/Y in some transfer brightness sectors renders them pitch black
DescriptionIt appears that this is best reproduced in Transfer Brightness sectors located in map DBAB28 of eoncollection_vol-1_b1.pk3

I've attached screenshots of this issue. The only difference is the client setting of sprite billboarding. X/Y Billboarding produces the sprite being rendered pitch black. Y Billboarding brings the sprite back into beautiful red, green and blue vibrancy.
Steps To ReproduceDBAB28 of eoncollection_vol-1_b1.pk3, transfer brightness sectors are located below the red electricity ceilings. Toggle sprite billboarding options.

Unknown if this affects all transfer brightness sectors with Zandronum 3.1

Seemingly does not affect software renderer. Issue reported while using OpenGL.
Attached Filespng file icon SCREENSHOTDOOM.png [^] (266,391 bytes) 2022-03-27 21:54

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-  Notes
User avatar (0023143)
Ru5tK1ng (updater)
2024-03-01 04:26
edited on: 2024-03-01 04:27

So interesting thing I found when testing if the action, ExtraFloor_LightOnly, was broken in GZDoom 1.9.x. Turns out it GZDoom 1.9.x just flat out crashes the map until that line special is cleared. In GZDoom 2.x.x, the blacking out doesn't occur. I have no idea what caused the regression but it'll be something to keep in mind for when Zan 4.0 comes out.


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- Issue History
Date Modified Username Field Change
2022-03-27 21:54 Xenaero New Issue
2022-03-27 21:54 Xenaero File Added: SCREENSHOTDOOM.png
2024-03-01 04:26 Ru5tK1ng Note Added: 0023143
2024-03-01 04:27 Ru5tK1ng Note Edited: 0023143 View Revisions






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