[0.4.0] [Blood] Some voxeled pickups appear blue
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- Graf Zahl
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Re: [0.4.0] [Blood] Some voxeled pickups appear blue
This has been reported before, unfortunately I haven't been able to reproduce it myself so currently I have no idea what goes wrong. It surely picks the wrong palette but I cannot say what causes it.
Re: [0.4.0] [Blood] Some voxeled pickups appear blue
It happens to me too, under palette emulation mode.
- Graf Zahl
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Re: [0.4.0] [Blood] Some voxeled pickups appear blue
oooo-kayyy.Nash wrote: under palette emulation mode.
That little tidbit was missing before.
And that makes more sense because the voxels cannot use palette emulation - it needs to be disabled for them. I thought I had it working, but apparently some pieces are missing.
- sinisterseed
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Re: [0.4.0] [Blood] Some voxeled pickups appear blue
It happens even without palette emulation, 99% of times I ran into this was without it.
Me thinks it's memory corruption/undefined behavior, kinda reminds me of a bug Cheogh had back in the summer on Linux which caused him to occasionally display in brown :v.
Me thinks it's memory corruption/undefined behavior, kinda reminds me of a bug Cheogh had back in the summer on Linux which caused him to occasionally display in brown :v.
- Graf Zahl
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Re: [0.4.0] [Blood] Some voxeled pickups appear blue
Yeah, it somehow picks the wrong palette on occasion - if I just knew how to reliably trigger it...
- sinisterseed
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Re: [0.4.0] [Blood] Some voxeled pickups appear blue
Well there's the issue - it doesn't seem possible to reliably trigger it. Sometimes it's there, sometimes it's not.Graf Zahl wrote:Yeah, it somehow picks the wrong palette on occasion - if I just knew how to reliably trigger it...
The easiest way would be to just keep starting the game and warp to a map with plenty of ammo and voxels around until It Just Happens(TM) E1M7 was the easiest for me. I think it might also help first starting on a map, and then warping to another, just a gut feeling that it breaks when transitioning between levels.
Re: [0.4.0] [Blood] Some voxeled pickups appear blue
A texture for voxel is converted to 32-bit only once, using the current palette. With non-default palette, e.g. underwater one, the glitch will appear.
A good example is the first map of Cryptic Passage. It has flare boxes in water and on ground near the staring location.
A good example is the first map of Cryptic Passage. It has flare boxes in water and on ground near the staring location.
Re: [0.4.0] [Blood] Some voxeled pickups appear blue
I've seen completely black voxels (the flare ammo and the exploding barrels) in e1m2. Is this the same issue?
Re: [0.4.0] [Blood] Some voxeled pickups appear blue
It's a related bug. If some voxels are visible when player enters the game for the first time in the current play session, they will appear black.
Global palette contains zero at the moment of texture processing. E1M4 or E1M5 can be loaded to trigger this issue.
Global palette contains zero at the moment of texture processing. E1M4 or E1M5 can be loaded to trigger this issue.
Re: [0.4.0] [Blood] Some voxeled pickups appear blue
This issue also appears to affect Shadow Warrior as some of the key lock voxels in the train level of Last Warrior were completely pitch black. Hopefully fixing it in one game will also fix it in the other...
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: [0.4.0] [Blood] Some voxeled pickups appear blue
I did a complete rework of the texture generation for voxels. This code was still operating under assumptions that are no longer true in Raze - mainly that the original code flushed all textures on a global palette change. As a result it had no means to keep textures with different global palettes around.
Let's hope this works, but I can confirm that I saw the same voxel both underwater and above water in the same map and both looked correct.
Let's hope this works, but I can confirm that I saw the same voxel both underwater and above water in the same map and both looked correct.
Re: [0.4.0] [Blood] Some voxeled pickups appear blue
The previously black voxels at the start of e1m2 look like they are supposed to.
Re: [0.4.0] [Blood] Some voxeled pickups appear blue
Unfortunately it's still there in 0.4.1
Cryptic passage save file https://www.dropbox.com/s/qi18rhgrz33pf ... dsave?dl=0
Cryptic passage save file https://www.dropbox.com/s/qi18rhgrz33pf ... dsave?dl=0
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [0.4.0] [Blood] Some voxeled pickups appear blue
The fix was after 0.4.1.