![opengl 4.6 slowing down doom opengl 4.6 slowing down doom](http://www.continuation-labs.com/projects/d3wasm/img/SC2.jpg)
Update: (I'm going to call this version 1.8.2 as it is my second set of fixes on Pirate Doom! v1.8).įix number four.
![opengl 4.6 slowing down doom opengl 4.6 slowing down doom](https://i.ibb.co/Bzymmc3/image.png)
On digging around in the code I found that these overbright white sprites were the ones being called from smoke4, where I noticed that the alpha flag for the sprite had a value of 128 (when it should be in the range of 0-1), so I changed this to 1 and now the smoke displays correctly. when firing the cannon (rocket launcher replacement), when a Lost Soul is destroyed, when using dynamite, smoke over lava, etc.) as these were displaying as solid white on my machine (I've seen it be solid white and solid cyan on some gameplay videos). The third fix I implemented was for the overbright smoke sprites that sometimes showed up (e.g. I don't think this was causing any issues running it but the warning is now cleared. The second fix was to rename the map actor to map1 so as to prevent the duplicate name entry. As this actor was effectively a dummy actor (containing no code), all I've done is change it to a child type of CustomInventory, and the game now loads up fine. The problem here was with the dashsound actor not being a child of an inventory type. The first fix was to get it to actually run. Pirate Doom! was created by Arch and the download contains all of the files from his download, with the necessary credits, the only difference being that it includes the fixes that I've made to get it working on new GZDoom versions.
#OPENGL 4.6 SLOWING DOWN DOOM MOD#
Firstly, I take no credit for this work as all I've done is fix the Pirate Doom! mod to work with newer (including the latest) GZDoom versions.