GLDefs BrightMap Flag Weirdness

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NeuralStunner
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GLDefs BrightMap Flag Weirdness

Post by NeuralStunner »

Load up the contained BM_Test.pk3, with one of the 2 GLDefs files, in any Heretic map. You can find a dark area, or "TestColor Black" from the console works just as well.

"Give Weapons" then fire the Elvenwand a few times. Then switch to the Gauntlets and use those a bit.

When I use GLDefs.001, I get no BrightMaps at all. This file contains the IWad flag on all the BM defs. Note that there are no external graphics other than the BMs themselves.

GLDefs.002 has the IWad flag removed, and BMs work - so long as the frame being mapped is not fully Bright. The DisableFullBright flag seems to be ignored.

Either version works fine in the latest version of Skulltag.
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BM_Test.zip
(46.8 KiB) Downloaded 70 times
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Re: GLDefs BrightMap Flag Weirdness

Post by Gez »

Works for me... :/
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Re: GLDefs BrightMap Flag Weirdness

Post by Graf Zahl »

Here, too. Apparently you did something wrong when loading this stuff.
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Re: GLDefs BrightMap Flag Weirdness

Post by NeuralStunner »

I loaded them in precisely the same way for GZDoom and ST. Why would there be a difference? Is there a GZDoom option I'm missing?

It turns out that ST is not honoring the DisableFullBright flag either, if the lighting in question is normal white sector light (and not black).

(Also, somehow the thread is in DRDTeam's General forum. :? )
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Re: GLDefs BrightMap Flag Weirdness

Post by Enjay »

NeuralStunner wrote:(Also, somehow the thread is in DRDTeam's General forum. :? )
Yeah, not sure what happened there. Graf reports a problem moving it (it ended up in the wrong place). I think it was his intention to move it to closed bugs, so that's what I have done for him. If that was not the intended destination, it can be moved again.
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Re: GLDefs BrightMap Flag Weirdness

Post by NeuralStunner »

I added some BMs for a monster to the test wad. Perfectly fine - regardless of the frames being fullbright, or the IWad flag in the defs.

Only the HUD sprites are not affected correctly.

(Also, thanks Enjay.)
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Re: GLDefs BrightMap Flag Weirdness

Post by Gez »

I have no difference in behavior between 1 and 2. Are you autoloading anything?

The fullbright problem on HUD sprites happens, though.
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Re: GLDefs BrightMap Flag Weirdness

Post by NeuralStunner »

Gez wrote:Are you autoloading anything?
:oops:

I used to play with a DeuTex patched Heretic.wad, but Skulltag doesn't care much for that (as I have it sharing IWADs with ZDoom). Instead, I put the changes into another small wad, added it to ZDoom's Heretic.AutoLoad, and completely forgot about it.

Among the changes were some fixes to the GWND sprites, so the IWad flag was doing what it was supposed to. :?

Thanks for that.
Gez wrote:The fullbright problem on HUD sprites happens, though.
Well that's something, at least. The way this happens in Skulltag also, I wonder if it's been broken a long time, and somehow nobody noticed.
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Re: GLDefs BrightMap Flag Weirdness

Post by Gez »

Fixed in r855. :)

The weapon code simply never checked for whether that flag was there or not.
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Re: GLDefs BrightMap Flag Weirdness

Post by NeuralStunner »

Cool! :) Thank you.
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