[Fixed] Particles Go Black; ZDooM 2.0.63a

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Expand view Topic review: [Fixed] Particles Go Black; ZDooM 2.0.63a

by GeeDougg » Tue Oct 05, 2004 12:27 am

OMG you r teh l33t! I love you man thanks you just fixed one of the most annoying things that I have to deal with whenever I play.

by randi » Mon Oct 04, 2004 8:29 pm

Fixed.

by GeeDougg » Fri Aug 27, 2004 3:08 pm

But it happens when things get darker.... The script makes things brighter, and when r_visibility is used to make things brighter the particles turn black.

by Fluid » Fri Aug 27, 2004 7:41 am

geedougg wrote:I don't know if it's related to r_visibility (how did you get to that conclusion?)
Oh, simple trial & error...
1.) Open up console
2.) Change visibility (r_visibility <value>)
3.) See if the bug occurs
4.) If not, raise visibility; if so, lower visibility
5.) Figure out value at which it starts occurring

:D

by GeeDougg » Thu Aug 26, 2004 9:38 pm

I don't know if it's related to r_visibility (how did you get to that conclusion?) but I do know that it's strictly a particle problem, and it doesn't affect anything else like sprites. I think it may also be worth noting that this doesn't happen when I use it in ZDoomGL. Of course, in ZDoomGL the light script doesn't even work but I tried it anyway just to see if the particles would also change with acceleration, and they didn't.

by Fluid » Thu Aug 26, 2004 8:02 am

I have verified this bug with the latest version of zdoom, unmodded and with a Doom 2 WAD. The particle engine screws up on r_visibility values above 102, instantly turning things like blood and rocket trails solid black. When using sprites instead of particles it does not give this problem so it's exclusively a particle problem. Most likely a transparency bug.

by GeeDougg » Wed Aug 11, 2004 8:19 pm

OK thanks for the mirror. Now what about this particle colour change or colour disappearance problem I'm having? Does anyone know what's going on with that thing?

by David Ferstat » Wed Aug 11, 2004 9:21 am

by Risen » Wed Aug 11, 2004 6:19 am

I think Enjay's got it on his page.

by Xaser » Tue Aug 10, 2004 8:58 pm

splash3.wad

And no, I don't know where to find it. I'm wanting the file myself. Anyone here got a link?

by GeeDougg » Tue Aug 10, 2004 12:05 pm

Lexus: Actually yes I DID know that but I don't want to do that. The WADs and DEHs/BEXes I load from one session to another actually vary, and I don't wanna have to constantly move them around from one folder to another or copy/paste/delete.

[P.S.]: Which one was the splash mod.? [/P.S.]

by Xaser » Tue Aug 10, 2004 10:43 am

You know, Lexus, I just might do that if not all of the weapons are replaced. :P

(hint, hint)

by Lexus Alyus » Tue Aug 10, 2004 4:31 am

When you say pre-load deo you mean that you have a huge command line? You probably don't know this, but the easiest way to get zdoom to automatically load any wad is to put those wads in the directory ?:\Zdoom\Skins (Zdoom is obveously the directory where Zdoom is located...). Anyuthing in the /skins directory will automatically be loaded EVERY time Zdoom loads up. Good eh? :D.

I like to just shove the splash mod in there so I get thode nifty splashes :). I'd never play a mod with a weapon mod unless the weapoin mod was supplied with the wad. My point is that the wad wasn't designed with this, so your cheating in short :D. But that's just my opinion. Whatever anyone chooses to do is up to them... IU just like to play a wad how it's meant to be played... afterall, if you used a custom weapon mod with my ROTGS2 then it would probably ruin the whoile thing because it's heavily concewouse on the power of the current weapons... plus, I have one additional new weapon that will play a large role... I don't think that's right really...

:twisted:

by GeeDougg » Mon Aug 09, 2004 1:24 pm

Lexus, I didn't post a crash log, I just mentioned a bug or possible video glitch which is actually not at all related to ZDoomFU because I get the same result/effect with regular ZDoom.... I've had the light.cfg file far longer than I've had the crouch mod., and it's always been like that....

MOD, I pre-load 7 WADs (including your gibs mod) before I load any PWAD and one of those pre-loaded resource/effect WADs is usually a weapons WAD, from either you or Xaser or someone else (Daniel's got a lot of those) and also I load the railgun.bex file along with a few dehacked files.

by Lexus Alyus » Mon Aug 09, 2004 3:59 am

You should stop posting bugs using ZdoomFU. ZdoomFU is not ZDoom... which is what this forum is about... so don't do it! :D

:twisted:

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