Update for Doomsday 1.10
We have made a patch release for version 1.10 that fixes some incorrect behavior.
- Map Renderer: Fog was not drawn for the sky at all
- Disabling weapon psprite lowering with Values was not correctly applied when using sprites
- Music: Symbols (like ~) were not expanded in the SF2 soundfont path, causing the FluidSynth plugin to not find the soundfont
- Updater: If never checked for updates, don't print an invalid time
- Dehacked: Potential logic error when parsing weapon numbers
- Ubuntu: code.iki.fi is again the primary APT repository
Comments
http://img-fotki.yandex.ru/get/5632/624 ... 1db_XL.jpg
This occurs only with this 3D-model, without fog - it works fine. The first time I saw it on 1.9.0 beta 6.9 and remains so in the current versions.
I'm wondering if it's Shiny Skin related as the entire Dragon Claw model is shiny, IIRC.
Certainly, long long ago, I had a video card that rendered all Shiny Skins as pure white, meaning I couldn't have the feature on.
http://img-fotki.yandex.ru/get/5642/624 ... d53_XL.jpg
If I remember correctly, some time ago, I checked all the models in all other games - all works fine with fog, only Dragon Claw in Heretic has this problem for me. Today, I tested: engine versions 1.9.0 beta 6.8 and below - works normal, versions 1.9.0 beta 6.9 and above - have this problem with Dragon Claw.
Vermil, for you Dragon Claw work fine with enabled fog? Maybe it's only my system problem? Strangely, I look and I can not find anything unusual in this model. I removed Shiny skin, tried to modify the main Skin files - does not help.
Does anyone object if fog is always disabled on HUD models?
Shouldn't the physical position on screen should control that?
I.e if a model maker for some reason set the Z position of the model to -3000 and the Dday ded for it has a Z offset of +3000 to handle that. The end result is that the model appears to be visually at '0' in Dday, not +3000. My apologies if that was difficult to read; I wasn't sure how to write it and I'm not knowledgeable on models.
When firing straight forward at nothing, the weapon behaves as normal; firing two projectiles with a small horizontal distance between them, that grows larger as they travel further. However when it auto aims up/down beyond approximately say 30 degrees either way, only a single projectile is fired directly at the target (maybe both projectiles are incorrectly being spawned on top of each other?).
The amount of fog on a particular surface is determined by its distance from the camera. It is important to note that objects can be moved away from the camera and still appear the same size on screen, if they are equivalently scaled larger.
In the case of the Dragon Claw, the definitions specify large scale factors, meaning when the model is rendered, in 3D coordinates it is a huge object somewhere below the floor in front of the player. This is why the fog covers it; it is being rendered as though it's a faraway, large object instead of a small, nearby object.
Its position on the screen is totally irrelevant to the amount of fog, as the fog calculations occur in 3D coordinates and not in the 2D screen space.
http://img-fotki.yandex.ru/get/6426/624 ... 370_XL.jpg
If anyone checks - for you Dragon Claw model now work correctly with fog?
In the future we can introduce a model flag that enables fog in this situation if it ever becomes necessary.