[fixed][0.9.3] [56k warning] A few small things

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ace
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[fixed][0.9.3] [56k warning] A few small things

Post by ace »

I've found a few bugs and/or oddities.

Monsters don't appear to stop on delayed path nodes.

In software mode, looking straigt up or down causes a graphical error.

In GL mode, the way lighting works outdoors (or perhaps places with Line_horizon) is just a bit odd. WARNING: these are 1280*960! Sorry these are so big, it's hard to see it at 640*400 and they came out larger than 1024*768 for some reason:
[spoiler]Image

Image

Image

Image

Image

Image

Image[/spoiler]

Dead body sprites go a bit below the floor:
[spoiler]Image[/spoiler]

And last but not least, as I recently found out above, screenshots taken in 1024*768 come out in 1280*960.


I might've found some other of these small things but if I did I surely don't remember.
Nuxius
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Post by Nuxius »

Dead body sprites go a bit below the floor:
In the menu, go to:

Options=>Display Options=>OpenGL Options

Move down to the "Adjust Sprite Clipping" option and set it to 'always'.
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Graf Zahl
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Re: [0.9.3] [56k warning] A few small things

Post by Graf Zahl »

ace wrote:I've found a few bugs and/or oddities.

Monsters don't appear to stop on delayed path nodes.
What's a 'delayed path node'? I know about path nodes but why 'delayed'?
In software mode, looking straigt up or down causes a graphical error.
I can't do much about that. If it bothers you and you want to prevent it there's a maxviewpitch CVar in the upcoming version.
In GL mode, the way lighting works outdoors (or perhaps places with Line_horizon) is just a bit odd. WARNING: these are 1280*960! Sorry these are so big, it's hard to see it at 640*400 and they came out larger than 1024*768 for some reason:
Dead body sprites go a bit below the floor:
[spoiler]Image[/spoiler]
There were some problems with lighting and LIne_Horizon. I hope I got them fixed for the next version.
And last but not least, as I recently found out above, screenshots taken in 1024*768 come out in 1280*960.
Hmmm... Works for me. Are you sure you switched to the correct resolution?
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ace
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Re: [0.9.3] [56k warning] A few small things

Post by ace »

Graf Zahl wrote:What's a 'delayed path node'? I know about path nodes but why 'delayed'?
The delay for a path node is the second argument. When you plug in a number, the actor following that path stays for that many seconds. When I run it in ZDoom 2.0.63a, 2.0.96 and the community build the monster stops for 8 seconds. However when in GZDoom the monster keeps on walking immediately without the pause.

I can't do much about that. If it bothers you and you want to prevent it there's a maxviewpitch CVar in the upcoming version.
There were some problems with lighting and LIne_Horizon. I hope I got them fixed for the next version.
Okay then.
Hmmm... Works for me. Are you sure you switched to the correct resolution?
Yes, 1024*768. :?
Nuxius wrote:In the menu, go to:

Options=>Display Options=>OpenGL Options

Move down to the "Adjust Sprite Clipping" option and set it to 'always'.
Will do.
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Graf Zahl
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Re: [0.9.3] [56k warning] A few small things

Post by Graf Zahl »

ace wrote:
Graf Zahl wrote:What's a 'delayed path node'? I know about path nodes but why 'delayed'?
The delay for a path node is the second argument. When you plug in a number, the actor following that path stays for that many seconds. When I run it in ZDoom 2.0.63a, 2.0.96 and the community build the monster stops for 8 seconds. However when in GZDoom the monster keeps on walking immediately without the pause.

Apparently that's the cause of some screwed up bugfix I copied from the 2.1.0 source.
I think I got it fixed now.

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