[mostly fixed][0.9.3] Several minor bugs

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V-man
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Joined: Sun Sep 04, 2005 0:13
Location: Germany

[mostly fixed][0.9.3] Several minor bugs

Post by V-man »

1. There's something wrong depth fog option in the GL menu. You can switch it on and off using the left key. If it is off, you can also switch it on with the right key. But it is impossible to cycle through both options with that key.

2. Sometimes when I switch back from GL to software, the resolution list is empty. I always use 1024x768 resolution. Unfortunately I can't give you any more information on that.

3. You might want to move detail mode into some kind of legacy options as probably not many people will seriously use it. And better deactivate it in GL mode completely because there it is of no use at all.


Somebody already complained about HeXen. I'm also playing it again using 0.9.3 and I'm also playing the second hub, the shadow woods right now. So far almost everything worked absolutely fine.

Yet there are two things that I'm not happy with. The first thing was in the Guardian of Steel [MAP05]. If you walk in either direction, open the door (to the room where the green serpents are), there are stairs leading up and down. If you walk the stairs down, you are in a little room with a small opening. One of the serpents in the cage can now fire at you. In the original game, it NEVER hit me. Its missile always hit the wall before me. Now in gzDoom, their fire actually did hit me. I'm not quite sure, but now thinking of it, may it be that this comes from sprite clipping? I set it to always clip sprites. I guess, I'll test some time if there's a difference in software and GL mode and if it has anything to do with sprite clipping. Or does this have no effect on missiles?

For the second one... Well, this does not look like an easy to fix thing. It's HeXens fog effect in the Darkmere [MAP08]. In GL mode there's no fog, you can see into the distance like you always do. If you switch to software mode, it is just like in the original game. If you now switch back to GL mode, everything is dark (like in the screenshot). As soon as you enter an area where there's a different light value, everything is rendered as before.

Other than that, HeXen plays just as I would expect it to play. If I encounter any more bugs, I'll post them.
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A really dark Darkmere: You can barely see the trees right before you.
A really dark Darkmere: You can barely see the trees right before you.
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Graf Zahl
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Re: [0.9.3] Several minor bugs

Post by Graf Zahl »

V-man wrote:1. There's something wrong depth fog option in the GL menu. You can switch it on and off using the left key. If it is off, you can also switch it on with the right key. But it is impossible to cycle through both options with that key.
Good find. Fixed.
2. Sometimes when I switch back from GL to software, the resolution list is empty. I always use 1024x768 resolution. Unfortunately I can't give you any more information on that.
That seems to be a bug in the menu code. If you leave the menu and re-enter the resolution table is there. Apparently it only gets set when the resolution menu is started. It's too bad that the menu code is such a mess. I fear any attempt to fix this will cause even worse effects. It is implemented in a totally hack-ish manner.
3. You might want to move detail mode into some kind of legacy options as probably not many people will seriously use it. And better deactivate it in GL mode completely because there it is of no use at all.
I'll leave the original ZDoom menus unaltered.
Somebody already complained about HeXen. I'm also playing it again using 0.9.3 and I'm also playing the second hub, the shadow woods right now. So far almost everything worked absolutely fine.
Good to hear
Yet there are two things that I'm not happy with. The first thing was in the Guardian of Steel [MAP05]. If you walk in either direction, open the door (to the room where the green serpents are), there are stairs leading up and down. If you walk the stairs down, you are in a little room with a small opening. One of the serpents in the cage can now fire at you. In the original game, it NEVER hit me. Its missile always hit the wall before me. Now in gzDoom, their fire actually did hit me. I'm not quite sure, but now thinking of it, may it be that this comes from sprite clipping? I set it to always clip sprites. I guess, I'll test some time if there's a difference in software and GL mode and if it has anything to do with sprite clipping. Or does this have no effect on missiles?
That's because I fixed the design bug in the serpent's firing code. It didn't aim properly in Hexen originally.
For the second one... Well, this does not look like an easy to fix thing. It's HeXens fog effect in the Darkmere [MAP08]. In GL mode there's no fog, you can see into the distance like you always do. If you switch to software mode, it is just like in the original game. If you now switch back to GL mode, everything is dark (like in the screenshot). As soon as you enter an area where there's a different light value, everything is rendered as before.
Fixed. Hexen's fog is not real fog but just a different colormap. So I had to check explicitly for the presence of FOGMAP as fade table and set default fog parameters.
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