There's also a mirror here:
http://home.swiftdsl.com.au/~dferstat/d ... plash3.zip
[Fixed] Particles Go Black; ZDooM 2.0.63a
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Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
- David Ferstat
- Posts: 1113
- Joined: Wed Jul 16, 2003 8:53 am
- Location: Perth, Western Australia
- Contact:
I have verified this bug with the latest version of zdoom, unmodded and with a Doom 2 WAD. The particle engine screws up on r_visibility values above 102, instantly turning things like blood and rocket trails solid black. When using sprites instead of particles it does not give this problem so it's exclusively a particle problem. Most likely a transparency bug.
- GeeDougg
- Posts: 3651
- Joined: Fri Jul 16, 2004 2:39 pm
- Location: VanCity, British Colonies, Isolated Republic Of Canuckistan
- Contact:
I don't know if it's related to r_visibility (how did you get to that conclusion?) but I do know that it's strictly a particle problem, and it doesn't affect anything else like sprites. I think it may also be worth noting that this doesn't happen when I use it in ZDoomGL. Of course, in ZDoomGL the light script doesn't even work but I tried it anyway just to see if the particles would also change with acceleration, and they didn't.
Oh, simple trial & error...geedougg wrote:I don't know if it's related to r_visibility (how did you get to that conclusion?)
1.) Open up console
2.) Change visibility (r_visibility <value>)
3.) See if the bug occurs
4.) If not, raise visibility; if so, lower visibility
5.) Figure out value at which it starts occurring
