[All?] Green effect on intermission FLATs

Bugs that have been resolved.

Moderator: Graf Zahl

Locked
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

[All?] Green effect on intermission FLATs

Post by Enjay »

OK, I am aware that this one may well get consigned straight to "vexing bugs" but it is a problem that I have had for a very long time now and it has affected me across two different computers. I haven't reported it because I haven't found a way to reliably reproduce it and, to be fair, it isn't hugely problematic. I still haven't got a way of reliably reproducing it but I thought that I may as well report it in case it means something to someone.


Sometimes, when an intermission tally screen is followed by an intermission text message, when the FLAT that is drawn behind the text first appears, it looks as if it has been "greenscaled" (ie it is just made up of different shades of green rather than its proper colours). A split second later it changes to its normal colour.

So the sequence of events is:

Finish map,
Get interpic and map stats,
Change to tiled FLAT with a green effect for a split second
Change to FLAT in its normal colour
Text starts to appear.

I really haven't been able to pick out a common theme to this happening at all. I can't make it happen with just doom2.wad. screen wipe style doesn't make a difference (even happens with "none").

It, perhaps, happens with mods that have a large number of resources but I can't be sure.

Anyway, here's a screenshot of the effect. This is an intermission that uses FLAT14 (messed up by saving it as a JPG but it's the colour that is important, not the detail of the flat).

As it first appears:
Image

A split second later:
Image

Any ideas? Anyone else get this?
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Re: [All?] Green effect on intermission FLATs

Post by Enjay »

Actually, I just noticed, that the maps I have got this on recently are ones that have "nointermission" in their definition. So, forget what I said about the interpic. I still can't make it happen with regular Doom2 though even if I make a custom mapinfo to give the levels nointermission. :/


[edit]
No, actually, forget that too. Success!

Code: Select all

map MAP30 lookup "HUSTR_30"
{
	titlepatch = "CWILV29"
	next = "EndGameC"
	secretnext = "EndGameC"
	sky1 = "SKY3"
	cluster = 8
	par = 180
	allowmonstertelefrags
	music = "$MUSIC_OPENIN"
	nointermission
}
Load that MAPINFO into Doom2. IDCLEV to map30, use god mode and give yourself all the weapons. Noclip into the boss brain and kill Mr Romero. Then wait. You should see the effect just before the end of game text appears.

Video

http://www.zen64060.zen.co.uk/green.wmv
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: [All?] Green effect on intermission FLATs

Post by Graf Zahl »

Lol!

All this analysis for one of the most simple bugs imaginable. The FlatFill function did not set the light color to white so the one of the last stuff being rendered before was used - whatever that was. In most cases this never happened until after something without color was drawn so it went unnoticed...
Locked

Return to “Closed Bugs”