BFG shot "glare" flash
I'm getting a visual glare when the bfg shot explodes. When I fire it and while the shot is traveling everything is fine but when it hits the target/wall/etc I get a green tint that fills part of my screen for a split second. Almost like the rad-suit effect. I'm on a wide screen 1920x1080 and while the radsuid effect fills my screen this quick bfg flash only fills the center of my screen like a 4:3 resolution. Any idea where this is coming from?
I'm running 2.0.2 Doomsday
I'm running 2.0.2 Doomsday
Comments
I suspect there's some glitch with OpenGL since this looks like a missing texture.
Does the same issue occur if you set the "rend-halo" cvar to zero?
Display of the game levels can be easily extended from original 4:3 to widescreen format by showing more visible content of the map. For the static title and intermission screens there is simply no more content to be shown than what you actually see, the related images would need to be recreated from scratch for widescreen display.
Yes, that's correct.
I already identified the addon, but didn't feel to raise yet another bug report until some of the currently reported ones would be fixed.
The pain/BFG flash issue is related to the jDoom Resource Pack JDRP.PK3 that contains a definition file named jDRP-ScreenEffects.ded. This defintion redefines the IDs "PLAY_PAIN" (player damage flash) and "BFGLAND" (BFG flash).
"PLAY_PAIN" definition contains a line "Rect painfx 0 0 320 200" which sets the 4:3 format resolution 320x200 for the effect.
"BFGLAND" does not have such a setting, yet it displays in 4:3 format, too.
Additionally, a Death Blood drip effect is defined for ID "PLAY_DIE6/PLAY_XDIE8" which has the same 4:3 format display issue.
I tried to fix the definition by either modifying or removing the lines containing the resolution info, unfortunately without succeeding.
Since these effects are done with the InFine animation system that also draws the "finale" text/slideshow screens, you should be able to fix the effects by setting the Finales aspect ratio setting to "Stretched", as shown here.
I expected that stretching the images would be looking awful, but it is not that apparent. I wonder though what the default setting "smart" is supposed to do, does it even work as intended? This was my previous default setup for all four aspect ratio options, which still presented all affected items in a 4:3 ratio.
Y'know, I actually knew about that and now I remember I decided I liked the 1:1 size for the menus and finale screen. Remember in my original post where I mentioned the flashes were the same small size (1:1) as the menu etc.? Well it just dawned on me that there might be a connection. When I set player weapons to stretch the bfg flash fills the screen. Ok, that makes sense. But setting finales to stretch (only finales) the pain flash fills the screen properly too.... Well it's fixed now lol, interesting