clumsyd wrote: ↑Sun Dec 18, 2022 11:59 am
I only noticed that white circle on red, hell-themed sky textures, like late TNT and late Doom 2. It disappears upon changing "Tonemap mode" in display options from "Off" to any other option. It's not present without the mod, and it disappears for a moment every time the pallette is changed, like on item pickups and taking damage.
There are just some things that weirded me out:
- the sprite shadows. It's funny how the flames of a torch can cast a shadow, and the shadows float in the air pretty often. I guess I better just disable them on my end.
screenshot
- Some of the sectors that are supposed to be reflective are not reflective.
screenshot 1,
screenshot 2. Could be related to tags and actions assigned to such sectors.
- a single stray projectile (or something else I missed?) can illuminate a huge outdoor section for a moment.
screenshot 1 (illuminated),
screenshot 2 (not illuminated)
Very interesting. Thanks for the list. Let's see...
Shaders often conflict, which probably is causing the white line. It's possible that it's the color bleeding, which can be turned off in Settings (set to 0).
Sprite shadows are
sprites and can't be clipped; they are simple FLATSPRITE and WALLSPRITE actors. They can be turned off selectively on the menu. I haven't yet looked at showing these depending on the geometry except for Line.ML_TWOSIDED with different plane heights. I also haven't programmed any specifics for those that are animated, although that's an idea. This can also be changed by the Min and Max Sprite Size settings, although this doesn't check the entire DECORATE or Actor definition.
Reflections can also be turned off / turned down / adjusted in Settings. This is based on the perceived light of the flat color per the last palette loaded, which is what GZDoom uses. Indeed the entire look of the mod can be changed by tweaking color settings. I've picked settings that show what it does more than anything.
Missiles illuminating sectors can be turned off as well on Settings under Dynamic Sectors. This isn't a bug but intended behavior to use Doom's sector lighting and the color of the missile. I get that this isn't everyone's thing, but it can be turned off. At this time that option also turns off the doorway light switches.
Again just about everything and anything this mod does can be tweaked, dialed back, or turned off in the settings. There aren't instructions yet on what all of these do.
Hope that helps!