I don't know if this is a concern due to the ongoing nature of RTC development, but a dev version of my dungeon that was compiled in 0.48, when loaded into version 0.49 the champion portraits no longer displayed their alpha transparency.
Re-compiling in 0.49 and the the alpha trans worked again.
[Fixed for V0.50] Champion PNGs with alpha
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- Gambit37
- Should eat more pies
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UPDATE: This isn't an upgrade problem at all, I tested it some more:
The alpha channel in the portraits is honoured when TESTING the file.
The alpha channel in the portraits is IGNORED when playing a COMPILED file.
I suspect this was in earlier versions too, but as I haven't compiled anything for ages, I've never noticed (I only use TEST these days).
If there are differences between TEST and COMPILE, it makes me nervous to continue using TEST mode now.
The alpha channel in the portraits is honoured when TESTING the file.
The alpha channel in the portraits is IGNORED when playing a COMPILED file.
I suspect this was in earlier versions too, but as I haven't compiled anything for ages, I've never noticed (I only use TEST these days).
If there are differences between TEST and COMPILE, it makes me nervous to continue using TEST mode now.
- George Gilbert
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Fixed for V0.50
Actually it's nothing to do with TEST vs COMPILE. The problem was that RTC saved portraits out as BMPs (so losing the alpha channel). When you loaded a pre-compiled dungeon it was loading something that, by definition, had been saved before - hence no alpha.
RTC now saves the alpha channel too, and everything works fine...
Actually it's nothing to do with TEST vs COMPILE. The problem was that RTC saved portraits out as BMPs (so losing the alpha channel). When you loaded a pre-compiled dungeon it was loading something that, by definition, had been saved before - hence no alpha.
RTC now saves the alpha channel too, and everything works fine...