Sometimes, let's say, you make a particle have a long time to fade out, and you got a very foggy area (fog 500/1000).
If you shoot, the particle just starts to flicker, it gets super bright, for no aparent reason.
It's related to fog, because it only occurs on that situation, but when a map has a big fog value (3000 ++ ), the particle doesn't start to glitch out.




The map from those screenshots for testing the issue ...
particle-fog-bug.zip
This was already reported on this topic last year, but doesn't seem to be fixed, as on the last git version, it still occurs : https://redeclipse.net/forum/viewtopic.php?f=7&t=1054
I find this to be important to fix, as in theory, we could have some sort of "fake volumetric light" effect using a certain particle entity combination on certain maps (Stone in particular would benefit a lot, also could be used for atmospheric smoke particles on forests, like on my example map) , but with this bug, it isn't possible to do . (newent particles 15 100 100 0x999999 10000 5000 1 7 0 0 0 1000)
Sometimes, let's say, you make a particle have a long time to fade out, and you got a very foggy area (fog 500/1000).
If you shoot, the particle just starts to flicker, it gets super bright, for no aparent reason.
It's related to fog, because it only occurs on that situation, but when a map has a big fog value (3000 ++ ), the particle doesn't start to glitch out.
The map from those screenshots for testing the issue ...
particle-fog-bug.zip
This was already reported on this topic last year, but doesn't seem to be fixed, as on the last git version, it still occurs : https://redeclipse.net/forum/viewtopic.php?f=7&t=1054
I find this to be important to fix, as in theory, we could have some sort of "fake volumetric light" effect using a certain particle entity combination on certain maps (Stone in particular would benefit a lot, also could be used for atmospheric smoke particles on forests, like on my example map) , but with this bug, it isn't possible to do . (newent particles 15 100 100 0x999999 10000 5000 1 7 0 0 0 1000)