[GZDoom 3.0.1] 2 Bugs With Boom Deep Water Colormap Sectors

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Re: [GZDoom 3.0.1] 2 Bugs With Boom Deep Water Colormap Sect

by Graf Zahl » Mon May 22, 2017 1:20 am

AFAIK this was never implemented for the true color renderer. As for the blinking key, that looks like an oversight with drawing bright sprites without being affected by colored light. Of course a global colormap needs to have higher precedence.

[GZDoom 3.0.1] 2 Bugs With Boom Deep Water Colormap Sectors

by Doom_user2 » Sun May 21, 2017 10:49 pm

In GZDoom 3.0.0 and 3.0.1, Boom deep water colormap colored sectors don't work in the software renderer's true color mode. I tested this in BOOMEDIT.WAD.

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In addition, with the true color mode off, there's a bug. As this key card blinks, the deep water colormap colored effect on it disappears and reappears.

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