Editing Talk:Partial invisibility effect

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Upon looking at the partial invisibility effect with Vanilla Doom, I noticed that not only does it shade certain pixels, but it also seems to refract some pixels upwards. This is clearly evident if you are to go out into the void (so you see a HOM), cheat for a partial invisibility sphere, and then lower the status bar. Your hud face will seem to stretch upwards. Can anybody confirm this so it can be noted in the article? -Wagi [[Special:Contributions/216.120.197.2|216.120.197.2]] 17:48, 30 October 2008 (UTC)
 
Upon looking at the partial invisibility effect with Vanilla Doom, I noticed that not only does it shade certain pixels, but it also seems to refract some pixels upwards. This is clearly evident if you are to go out into the void (so you see a HOM), cheat for a partial invisibility sphere, and then lower the status bar. Your hud face will seem to stretch upwards. Can anybody confirm this so it can be noted in the article? -Wagi [[Special:Contributions/216.120.197.2|216.120.197.2]] 17:48, 30 October 2008 (UTC)
 
== Fuzz effect and PLAYPAL ==
 
 
Playing in PrBoom+ today it suddenly occured to me that in this port spectres somehow are not affected by screen tints. When under the berserk haze, the space between the shimmering pixels of spectre's sprite looked like it had no colormap applied at all - very noticeable. I doubt that it was the case with vanilla, too lazy to look into it by myself however :) [[User:Unmaker|Unmaker]] 19:39, 15 May 2012 (UTC)
 
 
: Tested in vanilla (Depths of Doom exe, DOSBox 0.74).  As you suspected, the tint does appear to affect spectres.    [[User:Ryan W|Ryan W]] ([[User talk:Ryan W|talk]]) 01:00, 2 August 2014 (UTC)
 

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