Fog isn't working the same way in each gzdoom start

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ibm5155
Posts: 152
Joined: Tue Oct 25, 2011 13:05

Fog isn't working the same way in each gzdoom start

Post by ibm5155 »

So, my problem is, for some reason, every time I restart the map, the fog may get a different result, it looks like there's something related to the "decorate.wad" in the test zip file.
Too many words, here are the two results that I get only restarting gzdoom
[spoiler]Image
Image[/spoiler]
This happens on a intel hd4000 AND also an AMD HD8870m.
I'm using the latest gzdoom, latest drivers and also latest OS.

Just a note, I'm running it in "software light mode" (The gl shader that tries to simulate the doom software light)

EDIT: the problem is not happening on zandronum 3.0 and also I can't make a short test for remove the stuff on the map that isn't require to bug it :(

It looks like the cause of the problem is the mapinfo!!!
map MAP01 lookup "Spooky House Of Jump Scares - ibm5155"
{
next = "MAP01"
secretnext = "MAP01"
sky1 = "SKY1"
par = 600
music = "MAIN"
nointermission
lightmode = 8
}
idk why, but with lightmode in the map definition, the map starts to get this weird problem
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Rachael
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Re: Fog isn't working the same way in each gzdoom start

Post by Rachael »

Do you know when this started happening? Have you tried previous revisions to pinpoint when the problem starts occurring?

Also, Zandronum tends to be a bit behind in revisions due to the nature of childing both G/ZDoom and the need for an overall much more stable platform in release builds, which causes cutting edge code to be looked upon much more dubiously than code that has seen testing for a few months.
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Graf Zahl
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Re: Fog isn't working the same way in each gzdoom start

Post by Graf Zahl »

Please post a ready-to-test demo mod.
The one linked at the ZDoom forum does not show this error for me - and it's also missing the needed textures.
ibm5155
Posts: 152
Joined: Tue Oct 25, 2011 13:05

Re: Fog isn't working the same way in each gzdoom start

Post by ibm5155 »

Eruanna wrote:Do you know when this started happening? Have you tried previous revisions to pinpoint when the problem starts occurring?
When I changed the fade color and enabled the fog on opengl config (I actually never touch the fade color, this is the first time I'm doing this
Eruanna wrote:Also, Zandronum tends to be a bit behind in revisions due to the nature of childing both G/ZDoom and the need for an overall much more stable platform in release builds, which causes cutting edge code to be looked upon much more dubiously than code that has seen testing for a few months.
And where can I find the previous gzdoom builds for testing? the last one that I found was from april :S

Also here's the full map, just without the sounds and some objects (without they I still can manage to bug it), also, I'll do a recording to show the bug, because it's not an obvious bug

EDIT: mod link http://www.mediafire.com/download/5n5ib ... _bugv2.zip
EDiT2: vídeo here
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Graf Zahl
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Re: Fog isn't working the same way in each gzdoom start

Post by Graf Zahl »

I tried it multiple times, I always get the thick fog from the second picture. I have no idea why it's different for you and I cannot find an engine setting that produces the first image.

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