[g2.2pre-822] Sector_Set3dFloor FF_FOG flag is broken

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MaxED
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[g2.2pre-822] Sector_Set3dFloor FF_FOG flag is broken

Post by MaxED »

In ZDoom, fade effect is applied beneath the extrafloor with this flag.
In GZDoom, extrafloor itself if solid-filled with the model sector's fade color.

Also, both these behaviours don't correspond to the wiki description, which implies fog boundary effect(?):

Code: Select all

4: 'Fog' effect. This is not real fog though, it just draws some translucent colored polygons on the outside of the 3D-floor.
Also, it looks like FF_FLOOD:128 flag doesn't do anything.
Also, is there any particular reason why FF_FADEWALLS:512 and FF_RESET:1024 flags are not documented?
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Re: [g2.2pre-822] Sector_Set3dFloor FF_FOG flag is broken

Post by Graf Zahl »

Keep in mind that GZDoom is the reference here.
I mentioned this problem to the guy who wrote the 3D floor code for the software renderer but he was unable to fix it. If you want to see FF_FOG in action as intended, start Nimrod MAP02 and warp to (-2500, 3500)

The fade effect below the floor comes from not giving it an FF_DOUBLESHADOW flag as well. If you specify that the light effect stays within the 3D floor, if you don't it extends below to the next 3D floor with light transfer. The Legacy line type this is based on sets both flags.

About FF_FLOOD, you are correct, that was never implemented.
FF_FADEWALLS was implemented to handle ZDoom's ExtraFloor_LightOnly with fog.
FF_RESET is relatively new. I added that a few months ago when I finally realized that I had implemented one of the ExtraFloor_LightOnly types wrong and it broke some old ZDoom demos.
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