Closed ceski-1 closed 11 months ago
Again, kudos for providing all this debugging material, that's some damn fine work.
Anyways (a bit of a note-to-self), I'd say that applying the "stable" and "noise" effects makes selective darkening more akin to the vanilla fuzz, in the sense that it distorts the scenery behind the fuzz without distorting the shape of the sprite itself. I'm not entirely sure if that's what id Software intended (again, I'd prefer to have the "canonical" original effect), but having the vanilla fuzz for comparison, I guess that it does come closer.
In short, I'd like to include your experiments.
Unless I missed something, it looks like this PR includes at least two fixes for vanilla fuzz ("correct blocky weapon drawing" and "top fuzz pixel") that aren't in the upstream. Are you planning to make PRs for them there? If not, and Nugget's fuzz ends up different from Woof's, I need to mention it in the documentation.
I don't plan on adding "top fuzz pixel" to Woof unless Fabian wants it. However, I do want the "correct blocky" changes here to be identical to the open PR upstream, so l'll wait for the results of that effort before marking this PR as ready for review.
Thanks!
Here's a draft PR for various fuzz improvements. Test wad: fuzztest.zip
Things to look for:
The changes are immediately apparent when loading the test map for Nugget before and after this PR. When a preferred combination of features is decided upon, I'll clean things up and remove debug code (F1-F4 key changes, etc.).