Translucency via dehacked/bex doesn't work
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The Boom effect of making a thing translucent via bit
31 doesn't appear to work in prboom.
TRANSLUCENT, 0x80000000 - apply translucency to
sprite (BOOM)
I have attached two simple files, a deh and a bex,
which both make the lost soul translucent.
These work fine in Prboom 2.02 and Eternity.
In Prboom 2.2.6 or Prboom-plus, the lost souls are not
translucent, either with prboom.exe or glboom.exe, or
with any complevel that I have tried. I have
translucency enabled and set to 66% or 50%.
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I don't see any attachments
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Sorry, I've never used this feature before - I must have
screwed up. I'll try again.
If it fails again:
http://gkburgess.mysite.wanadoo-members.co.uk/ls_trans.zip
I've added another deh to the one I've attached, making the
trooper, sergeant and imp translucent.
simple deh/bex for translucent monsters
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This is more complex than I at first realized.
Boom made 17 of the Things translucent by default.
In Boom, the translucency bit makes Things translucent. For
the 17 Things that are translucent by default, there is no
way to make them non-translucent (apart from disabling
translucency altogether).
In PrBoom, the translucency bit makes Things non-
translucent. For the Things that are not translucent by
default, there is no way to make them translucent.
The fix just implemented in 2.2.6.26test1 reverts the
behaviour to Boom's.
In order to give users and mappers freedom to make whatever
things they want translucent, a new compatibility option is
needed:
Suggested name: "Fireballs not translucent by default"
Effect: disable the MF_TRANSLUCENT flag set for 17 things
in info.c
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"there is no way to make them non-translucent (apart from
disabling translucency altogether)."
OK, that's not true. But a compat option would be more
convenient than having to use a deh/bex to create this
effect, especially as there can be conflicts between
deh/bex files if more than one is loaded.
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If I'll correct it, you cannot see translucent things
(*cool graphics*) with complevel < 7 without a deh-patch.
You can change it only with complevel -1 (14)
>Boom made 17 of the Things translucent by default
what is unnecessary here?
int predefined_translucency[19] = {
MT_FIRE, MT_SMOKE, MT_FATSHOT, MT_TROOP,
MT_BRUISERSHOT, MT_SPAWNFIRE, MT_TROOPSHOT,
MT_HEADSHOT, MT_PLASMA, MT_BFG, MT_ARACHPLAZ,
MT_PUFF, MT_TFOG, MT_IFOG, MT_MISC12, MT_INV,
MT_INS, MT_MEGA, MT_FIRE};
>"Fireballs not translucent by default"
"No predefined translucency for some things" ?
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>If I'll correct it, you cannot see translucent things
>(*cool graphics*) with complevel < 7 without a deh-patch.
>You can change it only with complevel -1 (14)
I had in mind a setting that was independent of the
complevel, like many of the other graphical options are.
If this isn't feasible, then you're right that it isn't a
straightforward decision. Still, it is logical to turn
translucent things off by default for the "vanilla"
complevels. And with the preloading of dehs now fixed, it
is fairly easy to change the behaviour to the way you want
it without any bad effects.
Perhaps include a deh for those who want to enable this
effect for all complevels?
>what is unnecessary here?
Your list includes a duplicate of MT_FIRE, and MT_TROOP
does not have translucency set (according to BOOMDEH.TXT -
in the code it seems to have been put in by accident and
commented out).
>>"Fireballs not translucent by default"
>"No predefined translucency for some things" ?
Yes, that is an accurate description.
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