
Using the patch that I posted for the previous bug:
Code: Select all
Actor ZombieTest : Zombieman replaces Zombieman
{
RENDERSTYLE TRANSLUCENT
ALPHA 0.50
}
Shot 1: A zombieman caught in the act of shooting. No brightmaps are loaded in this pic. For comparison, it was lucky that another non-firing zombie wandered into view but, unfortunately, he is standing in a slightly brighter sector so appears a bit brighter.

Shot 2: exactly the same scene reloaded with brightmaps active. As you can see, the firing zombie is now darker than he was in shot 1.

Shot 3: For a final comparison, this picture was taken a few tics later. brightmaps are still active but this frame does not have a brightmap associated with it (I don't think) and the zombie has returned to normal brightness.

I know that the brightmaps are set to cancel the fullbright effect but, as comparison of shots 2 & 3 shows, the brightmapped sprites are not just cancelling the fullbright but are actually darker than a normal sprite. It's more obvious in game when you see the zombies dim briefly as they fire then return to normal, brightness.
I went back and compared things with an older version of GZdoom and the zombies did not get darker when they fired. There non-brightened pixels stayed at their normal ambient-lit level whereas the brightened pixels were correctly brighter as expected.
I couldn't get quite the same shot (incompatible savegame) but I think this still shows the difference if you compare it to shot 2:
Shot 4: Brightmaps enabled in GZdoom Official release version.

In fact, looking at that last shot, I'm not convinced the brightmaps are being applied at all in r501. The gun flash and reflections on the Zombies body are definitely brighter than the rest of the sprite in shot 4 but I'm not convinced that they are in shot 2.