When you start a new game through the menu, once you select a skill, the menu clears as expected, but then the graphics re-appear on screen and are treated as part of the fade transition, slowly disappearing as the first level fades into view.
In ZDoom, the menu disappears as expected, and does not reappear, so the transition is just between the last view after the menu clears and the first view of the new level. Which is intended behavior, I think...
Also, not really a bug, but, there's no way for the mod author to set the wipe style for anything outside of intermission maps, right? Should I bother with putting in a feature request for wipetype to be treated similar to dimcolor/dimamount?
EDIT: Originally wrote this just for crossfade, where it's more evident, but this applies to the standard 'melt' transition, too, as well as 'burn'... Chocolate Doom/Strife keep the menu up and transition with it as part of the initial image. ZDoom clears the menu, then transitions. GZDoom tries to do both, so there's a point where the menu disappears completely, then re-appears, which looks odd.
I don't have a doom.exe or strife.exe available anymore to test real original behavior.... And the crossfade effect especially looks really crappy when the menu clears, then reappears...
Wipe transition from menu glitch
Moderator: Graf Zahl
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Re: Wipe transition from menu glitch
OpenGL implementation of wipe animation doesn't do exactly the same thing as software renderer does. I fixed it here. Waiting for a word from Graf.