[g2.2pre-2118-gee503ea]Bug: Sector Fade

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[g2.2pre-2118-gee503ea]Bug: Sector Fade

Post by Tiger »

I have not tested out GZDoom in awhile, but recently I ran a quick test and noticed that - where Sector Fade [UDMF] is used in one region of the map, it also and randomly appears in other parts of the map that shouldn't have this property altered.

Any ideas what might have caused this?


Steps to Reproduce
  • Using Abandoned Misery
  • Load GZDoom with the mentioned PWAD with the Doom2 IWAD
  • Once it loaded, go to the console
  • Using the MAP CCMD, type: MAP MAP02
    • You get the same effect in MAP01, but MAP02 is less resource intensive and the framerate is tolerable.
  • Notice the Sector Fade color immediately at start.
    • The fade color should only take effect - outside of the buildings but not randomly 'inside' the buildings.
Nicholas 'Tiger' Gautier
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Re: [g2.2pre-2118-gee503ea]Bug: Sector Fade

Post by Graf Zahl »

Can you give me a specific sector number where this happens?
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Re: [g2.2pre-2118-gee503ea]Bug: Sector Fade

Post by Tiger »

Graf Zahl wrote:Can you give me a specific sector number where this happens?
Sure! One of the sector references that shouldn't have this effect is: 535, and an example of just one sector reference (one out of many sector references) that does - or is supposed to - have this effect is: 66. However, I have noticed something odd that I just now found out. It seems that it depends on the height as well, but I can't describe it. I decided to make a small demonstration as I - really can't describe what is going on, and I am sorry about the quality of the video as I didn't have it well configured before I made video.
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Re: [g2.2pre-2118-gee503ea]Bug: Sector Fade

Post by Tiger »

I have retested this map but instead of using the development builds, I used GZDoom 2.1.1 - the bug did not occur in that build. I have also checked a few development builds and found where things break.
  • gzdoom-x64-g2.2pre-2118-gee503ea
    • Fade issue is introduced
  • gzdoom-x64-g2.2pre-2109-g4a0e082
    • Fade issue does not occur, but the screen randomly goes black at different places within the map. (New bug?)
Hope this helps.
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Re: [g2.2pre-2118-gee503ea]Bug: Sector Fade

Post by NeoHippo »

gzdoom-x64-g2.2pre-2109
This fade oddity does not happen to me, in any of the sectors, when I play amisery.pk3.
The screen turning to black temporarily, after panning left or right,
does happen to me in full screen mode, but not in windowed mode.

gzdoom-x64-g2.2pre-2123
The fade oddity does happen in both, full screen and windowed, modes.
Last edited by NeoHippo on Mon Sep 05, 2016 23:57, edited 1 time in total.
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Re: [g2.2pre-2118-gee503ea]Bug: Sector Fade

Post by Tiger »

I think I might have figured it out the fading issue that is happening in this map. The SkyBox uses a special color fading technique (or effect) that requires two 3D Floors within the SkyBox view point THING, if the two 3D objects are expunged - the issue is resolved. But, that is not a fix I want as it ruins the atmosphere completely, the SkyBox must contain a fade at minimal oddities as possible. In addition, I am not sure if this resolves the black screen issue - I don't know a 'sure way' to reproduce it.

Code: Select all

SkyBox ViewPoint THING: DoomEd = 205 (Position Exactly [1535, 3200, 0])
Sector Ref. holding SkyBox ViewPoint Thing: 5006
LineDef 3D Floor Control #1:  13786 {Sector Ref.: 5007}
LineDef 3D Floor Control #2:  13819 {Sector Ref.: 5010}
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Re: [g2.2pre-2118-gee503ea]Bug: Sector Fade

Post by Graf Zahl »

The effect only happens with gl_renderbuffers set to true, so it has to be something in the postprocessing stage.
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Re: [g2.2pre-2118-gee503ea]Bug: Sector Fade

Post by Graf Zahl »

fixed. This was just a bad use of a global variable. When I copied some code around for postprocessing colormaps I overlooked that the copied code used the global 'viewsector', which at the point of use was no longer pointing to the proper sector. As a result the screen blend from the skybox got applied to the main scene.
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Re: [g2.2pre-2118-gee503ea]Bug: Sector Fade

Post by Tiger »

Graf, you are amazing! Image

(Took me awhile to find that old image from the SkullTag forums)
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