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r1438 Voxel player model causes crash
Posted: Thu Aug 09, 2012 2:02
by Enjay
A voxel player model was posted in the following ZDoom thread (file copied below)
http://forum.zdoom.org/viewtopic.php?f=19&t=33672
If the file is loaded and I switch to chasecam, GZDoom crashes (ZDoom does not).
Re: r1438 Voxel player model causes crash
Posted: Fri Aug 24, 2012 17:15
by Leonard2
Summon Doomplayer works though..
Btw the model isn't clipped correctly and in zdoom chasecam look like the model isn't in the right angle
Re: r1438 Voxel player model causes crash
Posted: Sat Nov 30, 2013 10:57
by Graf Zahl
No crash for me in today's build.
Re: r1438 Voxel player model causes crash
Posted: Sat Nov 30, 2013 16:05
by Enjay
No crash for me either but it doesn't look pretty:
Messing around with player colour options changes the colour of the pixels that are yellow in this screen shot but the rest remain messed up. In ZDoom, the colours look much as I expect they are intended to.

Re: r1438 Voxel player model causes crash
Posted: Sat Nov 30, 2013 16:21
by Graf Zahl
It looked ok for me. Strange.
Re: r1438 Voxel player model causes crash
Posted: Sat Nov 30, 2013 17:07
by Enjay
I just tried the voxel test WAD with the same build of GZDoom and it looked fine. No idea why this player model looks like this.
[edit]
I just tried messing around with this a bit further. The model looks correct if the preset colour "green" is used. If any of the other presets or custom colours are used, the model colours are messed up (again, GZDoom only)

[/edit]
Re: r1438 Voxel player model causes crash
Posted: Sun Dec 01, 2013 0:57
by Graf Zahl
This isn't translated properly because it has a custom palette. This is and has always been undefined behavior, even with the software renderer.
For voxels, to be translated they need to have 'overridepalette' set and contain a 1:1 mapping to the game palette.
That isn't the case here.
Re: r1438 Voxel player model causes crash
Posted: Sun Dec 01, 2013 11:45
by Enjay
I suspected that might be the case when I saw the colour of the legs when "green" was selected. I could tell that they weren't in the Doom palette and I guessed that the model was probably falling under the same rules as non-Doom paletted sprites. Thanks for confirming.