Search engine/gfx/Mesh.cpp for uses of the flag: MAIN_FLAG_DONTMANAGETEXTURES.or it may have been an intended limitation for Voodoo2 graphics cards). (This in of itself may be a graphical bug that affects the Block Fade issue. Note: Simply having texture management on is an undesirable solution as it produces a very broken lighting experience, where only walls have lighting applied. (This basically looks like lag.)Īs this effect looks quite neat (especially with Power Paths transitioning their powered state), see if it's possible to fix this issue while keeping texture management disabled. However when texture management is disabled, the resulting effect is a delay until the transition time is over, upon which the block texture immediately changes. The feature only works as expected when paired with the -ftm option ( " Force texture management"). This causes block textures to fade-transition into their new state when changed (except for roof textures). Using mods: Edited Rock Monster footsteps to make them more distinct.īlock Fade is an experimental feature enabled with the command line option: -flags 32768.Time for the level -and- overall if played other levels before this) Time played this session: (rough estimate is fine.Other sounds are harder to hear, and may require replacing them in the CFG with more distinct sounds. The game should only pick one sound to play, not two or more at once.Įnter Driller Night! to hear the slipping sounds. This does happen with other sound lists, though it seems to vary it happens for the rock monster's footstep sounds during its normal walking animation, but not for its carrying boulder animation. Issue #37 fixed the problem with some sounds in a randomized sound list not playing, but now when Rock Raiders slip on a spider, it will sometimes play both slipping sounds at the same time.