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DECORATE Color Translations.

Posted: Sat Apr 07, 2007 15:22
by solarsnowfall
If this is intended behaviour, then I guess it isn't a bug. But it creates buggy behaviour in a map I'm optimizing (UTNT). It looks like GZDoom stops applying DECORATE color translations to actors when they are a certain distance from the player. This causes a red translated actor to turn white, and vis versa. I could recolor the sprites by hand and get rid of the color translations all together, but it doesn't seem like this should be happening.

[EDIT] Ok, after having a closer examination, it looks like this happens when the player is standing above a deep water sector. The underwater area has blue fog. But I'm seeing the problem when completely out of the water, and standing on the ledge you climb up on (there is no more visible blue fog).

Posted: Sat Apr 07, 2007 15:48
by Graf Zahl
Example map, please.

Posted: Sat Apr 07, 2007 23:12
by solarsnowfall
Sent.

Posted: Sun Apr 08, 2007 8:31
by Graf Zahl
Ok, what am I supposed to see there? It looks perfectly normal to me.

Posted: Sun Apr 08, 2007 16:20
by solarsnowfall
Ok, so I run the wads with -nomonsters, warp to 6710, 1595, enter the cave, then amerge from the water. This is what I see.

Image

If I move closer, it changes to this (they way it's supposed to look).

Image

Posted: Sun Apr 08, 2007 16:34
by Graf Zahl
This looks ok in my latest build. I did some changes to the sprite lighting code some time ago so it may be related.

Posted: Sun Apr 08, 2007 17:04
by solarsnowfall
Good to know. Thanks.