Sprites in the distance (like the statues in the screenie above) should be displayed as the average between the fog and the actual fullbright color.
(Thu hard with 8bit)
[Fixed] Fog flaw
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- Chris
- Posts: 2971
- Joined: Thu Jul 17, 2003 12:07 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Half brightness? I guess that could work. Although I still think an extra parameter specifying the intensity fullbright sprites display at is better. 0 = always fade, 128 = half brightness, 255 = fullbright. Imagine a fullbright sprite fading completely into pitch black fog.. could be a useful effect for something, but currently (Z)Doom wouldn't at all allow that. And if you offset the fade by 1 to make fullbright sprites fade, then you ruin it for people who may want a little tinge, or even a completely different color, with no fullbright fading at all.
And if you do that, the "fog wall" that ZDoom uses on borders from fogged areas to non-fogged ones would use the inverse intensity(255 = no fog wall, 128 = half normal wall translucency, ect..).
And if you do that, the "fog wall" that ZDoom uses on borders from fogged areas to non-fogged ones would use the inverse intensity(255 = no fog wall, 128 = half normal wall translucency, ect..).
He most likely means that the Hexen method has been restored. That is, in any map with fog (where the fadecolor is anything other than [00 00 00]), fullbright sprites will no longer be fullbright.Chris wrote:Umm.. fixed? Forgive my ignorance, but how? Obviously, in maps like Darkmere, and other "fogged" areas, you don't want fullbright sprites lit, but in maps where the fadecolor was off just a little bit(to give, say, a slightly brown-tinged fade effect, which I think what LWM was trying to do some time back), you want them lit still. Maybe adding another parameter to Sector_SetFog, or whatever, to indate whether or not to fade fullbright sprites..
This might not be the optimal behavior, but it is the intended behavior.