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#93 Graphical oddities

open
nobody
6
2005-12-05
2004-05-07
No

odd_sprites.gif - this is in the GL version, when sprites
are rotated just right, they get blended weird. Happened
in 1.27 as well.

qdoom_no_sky_in_windows.gif - HOM appears in the
windows of QDOOM start map near episode 1 exit,
should be sky

castle_dots_in_extrafloor.gif - extrafloors have dots in
them in the GL version (sky is leaking through), some
walls that are not extrafloors also do this in GL version

castle_blocky_lighting.gif - the castle level is only lit (for
the most part) with dynamic lighting, it appears very
blocky in many areas

qdoom_middle_texture_oddity.gif - the bridge of episode
1 map 1 that has middle textures on the 3d bridge
appear to have a 1 pixel oddity that is looping/wrapping
from the bottom to the top. Only in GL

Discussion

  • Marc A. Pullen

    Marc A. Pullen - 2004-05-07

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    Attaching screenshots.

     
  • Marc A. Pullen

    Marc A. Pullen - 2004-05-07

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    Attaching screenshots is not terribly easy here.

    Email me if you want a zip of them showing the issues.

     
  • Andy Baker

    Andy Baker - 2004-05-09
    • milestone: --> Fatal_(No_Error_Message)
     
  • Andrew Apted

    Andrew Apted - 2004-05-10

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    Send the screenshots to me (ajapted@...), but I can answer some
    of these without them.

    No sky in windows: after checking the map, I see that you've
    used an old DOOM trick, I will call it "sky flooding", as it is
    similar to flat-flooding but using the sky. GLEDGE doesn't
    emulate this trick yet. Since the changes required are not
    small and since it is a fairly rare trick, I'm not going to
    put it
    into the 1.28 code, but do it later.

    Blocky lighting: changing the "Detail Level" option in the
    Video Options menu should fix this.

    Dots leaking through: if the source of the problem is what
    I think it is, then fixing it will be very difficult, perhaps so
    difficult that it won't really be worth doing.

     
  • Andy Baker

    Andy Baker - 2004-05-10

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    To ajapted:
    Sourceforge email address will reject zip files attachments.
    Therefore I've had the uploaded to the project dir here
    (check your email).

     
  • Marc A. Pullen

    Marc A. Pullen - 2004-05-10

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    Setting the "Detail Level" does not affect the chunkiness of
    the lighting on the ground. It appears to only affect the
    lighting on the walls (as far as lighting is concerned).

     
  • Andrew Apted

    Andrew Apted - 2004-05-12

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    Yeah, I've found a similar thing with MAP13
    (where the invis sphere is). There is something
    definitely wrong with the way lights on floors work.
    I'll create a new bug for this.

    Regarding odd_sprites: I know how to fix this,
    but it's too big a change to get into 1.28, so I've
    created a task for it.

    Wrapping middle texture: seen it, but haven't
    had time to investigate it yet.

     
  • Andrew Apted

    Andrew Apted - 2004-05-20

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    Blocky lighting: found the cause. It happens
    because dynamic lights have a limited
    radius -- 200 units. Testing with a much
    bigger radius shows that the outside areas
    become fully lit (as if you have light goggles).
    I.E. those dynamic lights are too bright.

    The radius needs to be limited, otherwise
    the framerate becomes much lower.

     
  • Luke Brennan

    Luke Brennan - 2004-05-25

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    Sparkly Extra Floors seems to only occur with Dynamic Lights
    turned on, at least on my computer.

     
  • Andy Baker

    Andy Baker - 2004-05-26
    • priority: 5 --> 6
    • assigned_to: nobody --> ajapted
    • status: open --> open-accepted
     
  • Andrew Apted

    Andrew Apted - 2005-12-05
    • assigned_to: ajapted --> nobody
     

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