Perro Seco, on 23 October 2016 - 03:51 PM, said:
r4814: weapon sprites bug appears, but fogpal still works fine.
This is not a bug. EDuke32 remembers a setting for every pal: whether tsprites take on the floorpal of their sector or not. The player's weapon follows the setting too. Helixhorned intentionally set this to "no" by default for fogpals.
The fog effect kind of sucks in 8-bit either way, but having the setting this way makes complete sense for GL.
Perro Seco, on 23 October 2016 - 03:51 PM, said:
r5347: fogpal bug appears; if I write something like "fogpal 28 XX XX XX", palette 28 will work fine, but the rest of fog palettes will disappear during game.
This one is trickier. The game will look for the first empty set of 4 contiguous palette IDs to fill with the hardcoded fogpals. In the commits around that point, I added def tokens that could completely replace PALETTE.DAT and LOOKUP.DAT. In order for thie fogpals to respect palettes loaded from the def code, I had to move the creation of the fogpals to after the def code is loaded instead of before it. What you've pointed out made me realize that this changed the behavior of the fogpal def token to not overwrite the hardcoded fogpals any more.
Since they are intended for maps without any accompanying CONs or defs, I am okay with this change. For full mods that would like to use them, I recommend the following def code:
// disable the hardcoded fogpals
globalgameflags 2
// replicate the hardcoded fogpals
fogpal 26 15 15 15
fogpal 27 15 0 0
fogpal 28 0 15 0
fogpal 29 0 0 15
I am of the opinion that these hardcoded fogpals should never have been added, but we're stuck with them.