As mentioned in the Discord server, I noticed that player-held keycards do not show up with the correct translation when used.
Here is how it looks (correctly) in RedNukem: https://cdn.discordapp.com/attachments/ ... nknown.png
And here is how it looks currently in Raze: https://cdn.discordapp.com/attachments/ ... nknown.png
(to note, this is not related to the new renderer, as it behaves the same way in Polymost too)
I tested this on Red Light District, which also has a yellow keycard, and the same problem applies to that one as well. It is also possible to have custom keycard colors in some usermaps (New L.A. in Last Reaction comes to mind if I'm not mistaken) so I imagine it is buggy even in those situations.
[Duke3D] Failure to apply translation to keycards.
Moderator: Raze Developers
Forum rules
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.
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.
-
- Posts: 1042
- Joined: Sat Jun 07, 2008 5:58 am
- Location: Industrial District
-
- Lead GZDoom+Raze Developer
- Posts: 49193
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [Duke3D] Failure to apply translation to keycards.
Fixed. Some recent refactoring tried to unify the palette handling for HUD sprites but totally missed the fact that it was very different for the access cards...
-
-
- Posts: 17937
- Joined: Fri Jul 06, 2007 3:22 pm
Re: [Duke3D] Failure to apply translation to keycards.
Just for reference, the fix is in the newrenderer branch.
-
- Lead GZDoom+Raze Developer
- Posts: 49193
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [Duke3D] Failure to apply translation to keycards.
The bug was also only in the newrenderer branch.