I mean the handling of it was changed. I don't see an option to turn fake contrast on and off in the 1.4.x I'm running. Something must have changed, because I never mess with the default settings.Graf Zahl wrote:
Fake contrast is not a 'new feature'. It's something that goes back to the very first released version of Doom.
The only thing that changed since 1.4.x was the way it's controlled to unify the handling between ZDoom and GZDoom. Apparently you had switched it off before and never noticed. I could still see it, albeit with much weaker lighting difference (which was a bug, btw, in the way GZDoom calculated it)
You are giving me WAYYY too much credit there.Graf Zahl wrote: ... and there lies the problem. If you find some non-standard trick producing unexpected result all warning signs should flash. This doesn't mean you found a new editing feature but most likely a bug. I know the Doom community's tendency to abuse those but if it's a bug it may eventually get fixed. Case in point is the warping.

Well, I can't argue with this, I guess I did just unluckily stumble into using a bug, but I didn't purposely exploit it. Again, I haven't been mapping long enough to even know there was a difference from one version to the next. All I did was put my texture in and it worked, and now it doesn't. (Which BTW, I fixed now) Thanks for the highly evident degree of compassion you display, though!Graf Zahl wrote: In other words, it was changed because the old implementation did break some level and produced inconsistent results. Bad luck for you that you exploited an engine bug.
And that worked! It's crazy, but it worked beautifully. Thank you so much for the solution suggestion! It still isn't as powerful as what I was doing before, but it is close. Thanks again! I still think it is convoluted compared to what I was doing, but as long as I get the results, I'm happy.scalliano wrote: You can have a sector skybox inside a cubemap one. Keep the sector with all of your lens flares and such, but give the floor and ceiling F_SKY1 and use horizons on the sidedefs. Then define the actual cubemap textures in GLDEFS. This should also accommodate for any geometry you want to put in there. Fiddly, but it should work.
That isn't even remotely close to what I'm suggesting. What I'm begging for is that more care be taken to maintain compatibility with previous versions, which is not an unreasonable request from a user's standpoint. I don't consider using all the features of the engine as fully as I possibly can, or figuring out creative new ways of using techniques to be exploiting them. Take, as an example, XYBillboarding sprites. I use this on literally tens of thousands of sprites in my latest level pack. From misty fog to leaves on trees to algae in water to lens flares on light sources. Lots of other people use them for lens flairs, but I hope I've discovered some novel new ways of using them, including animating them with warping. So what happens if the fundamental way that GZDoom addresses XYbillboards changes? Let's say their rotation is altered to clamp to the upper left pixel of the sprite? (I know this is silly and impossible, it's just an example.) In this example, not only are my maps broken to utter uselessness because thousands of sprites now look wrong, but many other people's maps would suddenly look terrible as well. This is not being backwards compatible.Xaser wrote: What you're suggesting basically translates to "don't update the engine any more because it might break something in someone's map."
To continue with this example though, if a new form of XYBillboarding is implemented under a new Decorate definition, perhaps +XYTopLeft or something similar, we get the best of both worlds: total compatibility with old maps, but a cool new toy to play with! (Again, this is just a silly example, but I think you get my point.)
Anyhoo, thanks to those that helped me fix my problems, my levels are now on track to release within the next few days, hopefully.
Ben