[Help] GZdoom 3.2.9 bullet holes glow and stay - tutnt-v107

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[Help] GZdoom 3.2.9 bullet holes glow and stay - tutnt-v107

Postby OneReloadLeft » Sat Apr 14, 2018 5:42 pm

I tried Brutal Doom and Project Brutaliy (both in their latest version) with The Ultimate Torment And Torture map pack.

Everything seems to be funtional (button wise) - weapon reload works and so on.

The weird thing is that the glowing bullet holes you create when firing at an object and other projectiles don't dissappear.

In the original Doom.wad this is not the case.

I'm really eager to play the tutnt map pack with Brutal Doom and Project Brutality.

Is there a way to get rid of this effect or maybe a command line that I could use?

Screenshot_Doom_20180415_002122.jpg


Screenshot_Doom_20180415_002624.jpg
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Re: [Help] GZdoom 3.2.9 bullet holes glow and stay - tutnt-v

Postby wildweasel » Sat Apr 14, 2018 7:35 pm

There's probably some conflict between the Decaldef lumps in both files. You're either going to have to figure out what the conflict is (probably a decal generator that has an identical name) or you'll have to pick either TUTNT or Brutal, not both.
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Re: [Help] GZdoom 3.2.9 bullet holes glow and stay - tutnt-v

Postby OneReloadLeft » Sun Apr 15, 2018 7:59 am

Ok, I will try to find something regarding the decaldef via slade. The definitions should be in the tntres.wad.

Thanks so far.
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Re: [Help] GZdoom 3.2.9 bullet holes glow and stay - tutnt-v

Postby Korell » Sun Apr 15, 2018 10:09 am

I just tried out Brutal Doom v20b and the February v21 beta, using The Ultimate Torment & Torture: Supportive Edition and it works fine. I had to change the load order around (loading TUTnT-SE after Brutal Doom rather than before) to get it to load up, but all the bullet marks on the walls are fine, no glowing issues.

Maybe it is some difference between TUTnT and the supportive edition, TUTnT-SE? Here's the link to the forum thread for the supportive edition: viewtopic.php?f=42&t=57854

Oh, and I've already updated to a later GZDoom version. 3.3.2 is the latest stable, and I'm currently on development build 3.4pre-55.
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Re: [Help] GZdoom 3.2.9 bullet holes glow and stay - tutnt-v

Postby OneReloadLeft » Sun Apr 15, 2018 3:13 pm

Korell wrote:
Maybe it is some difference between TUTnT and the supportive edition, TUTnT-SE?


That did the trick. I'm currently using the PB-D00DguyV11 version of Project brutality and with the said hint of loading PB first it works. Thanks, I had no luck with slade and removing decaldefs in the vanilla tutnt anyway.
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