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r13 Rendertyle Fuzzy not working properly on non-spectres
Posted: Thu Jan 31, 2008 21:49
by Enjay
Actor Test : Zombieman replaces Zombieman
{
RenderStyle Fuzzy
}
With the above, the zombiemen in map01 do not appear at all translucent but seem to flash between dull and bright. One time, instead of flashing between dull and bright they flashed between dull and bright green as if they are standing in a green lit sector (not like the lite-amp effect).
Posted: Thu Jan 31, 2008 21:54
by Graf Zahl
Works for me.
Posted: Thu Jan 31, 2008 22:48
by Enjay
Graf Zahl wrote:Works for me.
Yet another bug that I get and that you don't.
Oh well, here it is in action in case it gives you any clues:
The zombies are dull, but not full-on spectre effect.
http://www.rowand.myzen.co.uk/notfuzzy.wmv
You'll notice that I've figured out where the green comes from. As soon as I pick up the armor helmet, the zombies only flash bright and not green so I'm guessing that dynamic lights are involved somewhere.
Posted: Thu Jan 31, 2008 22:52
by Graf Zahl
That doesn't help a bit because it still works for me.
Posted: Thu Jan 31, 2008 22:59
by Enjay
OK, I've been through all the display options and one made a difference. With smooth sprite edges on, the spectre effect works on the zombies. With it off, I get the effect in the video. Is that any help?
Posted: Thu Jan 31, 2008 23:01
by Graf Zahl
Yes, it is.
Posted: Thu Jan 31, 2008 23:01
by Enjay
Phew!

Posted: Thu Jan 31, 2008 23:09
by Graf Zahl
It would be funny if it wasn't so dumb.
Yet another immediate consequence of something in ZDoom's render style code gone wrong.
Posted: Thu Jan 31, 2008 23:22
by Enjay
Well, at least you know the answer to this question now.
Graf Zahl wrote:- ACS SetActorProperty
- old decorations
- DEHSUPP
I wonder what comes next...

Hopefully that's nearly them all, if not them all. I've done quite a bit of playing with a large number of pretty heavy modifications today and the ones I've flagged up were the only ones I've come across as problematic.