Bloom effect bug in weapons

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NullWire
Posts: 17
Joined: Tue Dec 29, 2015 20:43

Bloom effect bug in weapons

Post by NullWire »

Hello, recently played with the newer versions that includes the ¨Bloom¨ effect I encountered this kind of weird bugs that affects all the weapons, making it trasparent and extremly shiny :? : http://imgur.com/a/79kLa



And finally, using this build: gzdoom-x64-g2.3pre-222-g6a6263a the game doesn't load my brightmaps by using ¨Path=¨ Only copy and paste them into the .exe
dpJudas
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Re: Bloom effect bug in weapons

Post by dpJudas »

About the bloom part, this is an unfortunate side effect of all light being in the 0-255 range in Doom. There's little that can be done about this except making the weapons less bright, or make it bloom less on bright stuff, but then it won't bloom one other stuff either.
NullWire
Posts: 17
Joined: Tue Dec 29, 2015 20:43

Re: Bloom effect bug in weapons

Post by NullWire »

Hum, this can be fixed in next builds or is technical problem of the mod itself?
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Graf Zahl
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Re: Bloom effect bug in weapons

Post by Graf Zahl »

NullWire wrote:And finally, using this build: gzdoom-x64-g2.3pre-222-g6a6263a the game doesn't load my brightmaps by using ¨Path=¨ Only copy and paste them into the .exe
Can you be more precise? What did work previously that doesn't anymore.
NullWire
Posts: 17
Joined: Tue Dec 29, 2015 20:43

Re: Bloom effect bug in weapons

Post by NullWire »

Graf Zahl wrote:
NullWire wrote:And finally, using this build: gzdoom-x64-g2.3pre-222-g6a6263a the game doesn't load my brightmaps by using ¨Path=¨ Only copy and paste them into the .exe
Can you be more precise? What did work previously that doesn't anymore.
When I recently install the build I usually load my main files like the Dynamic lights, brightmaps, and the NERVE.wad, by using the .ini on the gzdoom build folder.

In that section who says:

# any files added with -file. Place each file on its own line, preceded
# by Path=
[Global.Autoload]
Path=lights.pk3
Path=NERVE.wad
Path=DBrightmaps.pk3
Path=PBrightmaps2.pk3
Path=TNTBrightmaps3.pk3
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Akiradlc
Posts: 21
Joined: Fri Aug 12, 2016 21:26

Re: Bloom effect bug in weapons

Post by Akiradlc »

NullWire wrote:
Graf Zahl wrote:
NullWire wrote:And finally, using this build: gzdoom-x64-g2.3pre-222-g6a6263a the game doesn't load my brightmaps by using ¨Path=¨ Only copy and paste them into the .exe
Can you be more precise? What did work previously that doesn't anymore.
When I recently install the build I usually load my main files like the Dynamic lights, brightmaps, and the NERVE.wad, by using the .ini on the gzdoom build folder.

In that section who says:

# any files added with -file. Place each file on its own line, preceded
# by Path=
[Global.Autoload]
Path=lights.pk3
Path=NERVE.wad
Path=DBrightmaps.pk3
Path=PBrightmaps2.pk3
Path=TNTBrightmaps3.pk3
Try creating a folder only for brightmaps and lights pk3s and then in the Ini [Global Autoload] try:

Code: Select all

Path=$PROGDIR/-YourFolderNameHere-/*.pk3
Also, you got no errors on console after launch?

As for the topic: Is it possible to filter the hud and weapons sprites as a layer so effects won't be applied to them? I don't really mind the way it is now, I love post-processing effect like JJ Abrams loves lens flares hehehehe, but in some cases a way of filtering where the pp is going to be applied at full force or at all, like a layer/depth way, is a good idea.
Distance to camera maybe? I'm just throwing out ideas hehe :P
NullWire
Posts: 17
Joined: Tue Dec 29, 2015 20:43

Re: Bloom effect bug in weapons

Post by NullWire »

Hum there is any way for future build releases to make an option that disables ONLY the weapon bloom effect? I say that for the GL bug of PB, only the weapon, not the effects and stuff.. :(
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Graf Zahl
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Re: Bloom effect bug in weapons

Post by Graf Zahl »

What might be doable is to apply bloom first before drawing the weapon. The rest of the HUD is already in a separate pass.
NullWire
Posts: 17
Joined: Tue Dec 29, 2015 20:43

Re: Bloom effect bug in weapons

Post by NullWire »

Graf Zahl wrote:What might be doable is to apply bloom first before drawing the weapon. The rest of the HUD is already in a separate pass.
hum, that can fix the GL issue?

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