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1.0.29 Translucent actor + model = crash

Posted: Sat Dec 01, 2007 15:28
by Enjay
I know that translucency for models isn't supported (yet?) but it shouldn't crash the game right?

On setting up a model to replace an actor that I had forgotten was translucent, I got a crash.
Spoiler: Actor
Spoiler: MODELDEF
Commenting out the translucancy properties for the actor allows the model to work without a crash.

Posted: Sat Dec 01, 2007 18:19
by ChupaReaper
I had the same problem with my 3d lost soul having the SoulTrans set, I've had to change everything to "Normal" and set alpha to 1.0. It'll probably be supported in the next release anyway though...

Posted: Sat Dec 01, 2007 20:18
by Nash
Confirmed. Crashes my nashgore.pk3 too, which uses translucent flat polygons to fake floor decals.

Posted: Sat Dec 08, 2007 23:34
by Torr Samaho
Can you give me a test wad? It definitely should not crash.

Posted: Sun Dec 09, 2007 4:05
by Enjay
Torr Samaho wrote:Can you give me a test wad?
Here you go.

Load up the zip and type summon test01 and a small green bottle will appear at your feet.

Summon test02 and a translucent one should appear, but the game crashes instead.

I haven't checked what happens if an actor becomes translucent during play (eg using A_SetTranslucent in its DECORATE).

Posted: Sun Dec 09, 2007 8:54
by Torr Samaho
Works fine in Skulltag. I'm pretty sure that the crash was caused by a NULL pointer exception from the GZDoom 1.0.29 code, that I fixed after upgrading ST to this. When Graf backports my changes to GZDoom, the crash should be gone.

Image

Posted: Sun Dec 09, 2007 9:34
by Graf Zahl
I did so already.

Posted: Sun Dec 09, 2007 15:38
by Enjay
Not only does it not crash, it's actually translucent! Good news al round. :biggrin:

Posted: Mon Dec 10, 2007 17:47
by Nash
I'd like to fix this myself so that I can continue working on my project. Is this easy to fix? Can you tell me how?