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Flat glow broken in 3.7vpre 498 (and LZDoom 3.61b3)

Posted: Fri Dec 07, 2018 9:52 am
by Guest
Hello hello!

In GZDoom 3.7vpre-498 and LZDoom 3.61b3 the following applies to glowing flats:
Glowing floors just donÄt glow at all.
Glowing ceilings cause the corresponding sector to turn fullbright.

UDMF format...
Applies to flats listed in gldefs as well as sectors with manually added glowing.

Kind regards
zhd

Re: Flat glow broken in 3.7vpre 498 (and LZDoom 3.61b3)

Posted: Fri Dec 07, 2018 12:36 pm
by drfrag
How do i test this? I need a test wad.
What about 3.6.0_legacy and 3.60b2, are they affected?

Re: Flat glow broken in 3.7vpre 498 (and LZDoom 3.61b3)

Posted: Fri Dec 07, 2018 12:47 pm
by Guest
Hello!

No, GZDoom 3.6.0_legacy and LZDoom 3.6b2 are fine. The latest modern 3.7pre was fine, too.

Just create a simple room and give ceiling and floor glowing effects one after another.

Re: Flat glow broken in 3.7vpre 498 (and LZDoom 3.61b3)

Posted: Fri Dec 07, 2018 1:08 pm
by drfrag
Why don't you post a running sample or point me to a small sized wad using them?

Re: Flat glow broken in 3.7vpre 498 (and LZDoom 3.61b3)

Posted: Fri Dec 07, 2018 1:51 pm
by drfrag
I've managed to reproduce it with Brutal Doom but it's not that simple, only happens with some sectors. For instance at the start of MAP17.

Re: Flat glow broken in 3.7vpre 498 (and LZDoom 3.61b3)

Posted: Fri Dec 07, 2018 2:39 pm
by drfrag
And as i suspected it's "- more options for Doom 64 style gradients on walls".
I already told this needed testing.

Re: Flat glow broken in 3.7vpre 498 (and LZDoom 3.61b3)

Posted: Sat Dec 08, 2018 3:24 am
by drfrag
It's fixed. I made a couple of stupid mistakes: lost part of the changes to one file (i use two editors at the same time) and didn't update the top and bottom planes. Probably i was tired or had one of those bad days, it was a somewhat complex merge.

Re: Flat glow broken in 3.7vpre 498 (and LZDoom 3.61b3)

Posted: Sat Dec 08, 2018 3:31 am
by Guest
Hello!

Thanks a lot!

zhd

Re: Flat glow broken in 3.7vpre 498 (and LZDoom 3.61b3)

Posted: Sat Dec 08, 2018 4:20 am
by drfrag
You're welcome. Thanks for reporting.
The fix will be in the next devbuild and i'll release a new LZDoom beta one of these days.