Transfer Floor Brightness Affects Sprites

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Transfer Floor Brightness Affects Sprites

Postby FishyClockwork » Mon Mar 09, 2020 5:22 pm

In my attempt to have a scenery where walls, floors and ceilings are affected by a glow effect but not the actors standing within, I resorted to using the Transfer Brightness specials (floor, wall & ceiling variants).

For some reason if a sector is under the influence of Transfer Floor Brightness and its ceiling is not the sky flat any actors standing within will be affected by the control sector, but if the ceiling is a sky then the actors are not affected. (Which is what I want.)

The test map has 3 special sectors:
The left one has a sky and is under the influence of Transfer Floor Brightness. The medkit within isn't affected.
The middle one doesn't have a sky and is under the influence of Transfer Floor Brightness. The medkit within is affected.
The right one doesn't have a sky and is under the influence of Transfer Ceiling Brightness. The medkit within isn't affected.

Tested with GZDoom 4.3.3 and g4.4pre-87-g9daec9dc4
Attachments
transfer-brightness-test.wad
Load with DOOM2. Replaces MAP01.
(7.55 KiB) Downloaded 4 times
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FishyClockwork
 
Joined: 23 Feb 2011

Re: Transfer Floor Brightness Affects Sprites

Postby Graf Zahl » Tue Mar 10, 2020 12:59 am

This is a deliberate implementation, not a bug. Don't ask me why Randi deviated from Boom here and copied a trait from the Build engine.
If this is addressed it'll probably need a compatibility setting.
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Graf Zahl
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Re: Transfer Floor Brightness Affects Sprites

Postby FishyClockwork » Tue Mar 10, 2020 1:14 am

I see. Thanks for letting me know.

I guess I'll just use the sky flat for all concerned sectors. At least Transfer Ceiling Brightness doesn't have the same quirk.
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