Translucency of monster fireballs

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

Locked
User avatar
Epoch
Posts: 69
Joined: Sat Nov 05, 2005 14:38
Location: Somewhere

Translucency of monster fireballs

Post by Epoch »

What value in the config controls wether or not Imp and other fireballs are translucent or not?
For some reason when I use one user account, monster fireballs are opaque, and mine are translucent, but when I use another account, all the fireballs have translucency.

What is up with this?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

There is nothing that could make that distinction - unless you loaded a WAD that changes something.

In other words, I have no idea why translucency is so selective for you.
User avatar
Epoch
Posts: 69
Joined: Sat Nov 05, 2005 14:38
Location: Somewhere

Post by Epoch »

Bizarre. :banghead:

Oh well, I'll just delete my config and see what I can do.

EDIT:
Nope, nothing.
User avatar
Shinjanji
Posts: 198
Joined: Sun Nov 06, 2005 16:45
Location: Pennsylvania, USA

Post by Shinjanji »

Anything odd in your skins folder?
User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

Epoch: Set r_drawtrans to 0 to make all translucent objects (Including fireballs but not spectres) opaque.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

r_drawtrans is only used by the software renderer. I found this CVAR utterly pointless as it basically cripples the renderer so I ignore it in GL.
Locked

Return to “GZDoom”