[Fixed] 2 problems NJZdoom2001 and 96

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Enjay
 
 
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[Fixed] 2 problems NJZdoom2001 and 96

Post by Enjay »

I was just randomly loading up some levels that were sitting in my Zdoom folder and I came across 2 problems with my old NJZdoom2001 project.

1) My Dark imps don't work anymore. These dark imps are dehacked dead zombies, id swapped with dead lost souls (originally they were dehacked dead lost souls but at the time there was a problem with the dead lost soul when used as a living monster so I changed things around). Anyway, when they appear, they just stand on the spot repeatedly making their wake-up sound every few tics, but not actually doing anything. If you shoot them, they go into their pain state and then start behaving properly.

To test it, just load up njzd2001.wad, start a game and type summon deadzombieman. A grey imp should appear in front of you with his back to you and not work properly.

2) On map 26 I noticed a door texture that wasn't aligned properly. I'm not saying I align everything properly, but this one was obvious (the lion face on bigdoor6 had its chin below the floor) so I figured I couldn't have missed it. I checked and it was fine in older versions. The door is around x -1899, y 761, z 160. Picture attached.



Oh, and I assume that when you use idclev these days, zdoom kills you and then starts a new level. I say this because you can see the crosshair go red briefly and you see the doomguy's face on the status bar in the dead state. Just an opinion, and I know it's only a cheat, but I don't think it looks very good.

[edit]attachment removed[/edit]
Last edited by Enjay on Mon Apr 04, 2005 7:51 pm, edited 1 time in total.
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MasterOFDeath
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Post by MasterOFDeath »

Wich is why I still use .63a and avoid that .96 shit :)

(hehehe, Zdoom 96... Zdoom 69...)
Cyb
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Post by Cyb »

I noticed this texture thing in a recent map I made (or am currently making) too. I made a texture that was 160 tall (composed of patches no bigger than 128x128) and ZDoom aligned it differently than both PrBoom and Eternity. ZDoom aligned it about 32 units above where the other two put it. I built the nodes with BSP and it's a plain Doom format map.
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Chilvence
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Post by Chilvence »

MasterOFDeath wrote:Wich is why I still use .63a and avoid that .96 shit :)

(hehehe, Zdoom 96... Zdoom 69...)
You ninny, go to the-underdogs.org and download strife.
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Skunk
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Post by Skunk »

Chilvence wrote:You ninny, go to the-underdogs.org and download strife.
Wait... you're only supposed to use 96 with Strife?
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Post by Chilvence »

No, but you cant play it without 96, so I guess I assumed master of death hasnt even bothered with Strife. Considering Randy took out a good few months to support it, resulting in what we know as .9x, it is the least anyone can do before writing it off.

Mod, you cant expect Randy to come up with a bug free version after totally overhauling several game systems and writing in support for a whole extra game - without having the source code to it at hand no less. You act like there are no more good ZDooms in the future.
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TheDarkArchon
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Post by TheDarkArchon »

I've told him this already on the Doom Armory forums.
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Chilvence
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Post by Chilvence »

Well, it doesnt really matter, no one is going to take him seriously anyway.
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Janizdreg
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Post by Janizdreg »

It seems these texture misalignments are caused by 2 different bugs related to each other. The first one is basically flawed texture tiling - most (if not all) textures outside the 8, 16, 32, 64 etc. size range do not tile correctly. This bug also affects 63a.

The second bug also only comes up when using textures of non-standard sizes. Whenever you try to set offsets for these textures (and assuming they tile correctly before doing this), they become messed up. To demonstrate, here's the exact same door (sized 64x64 with offsets 0,-4) from versions 63a and 96:
Image Image

The attached file is a simple level showcasing these bugs.
Attachments
zdoom_alignbug.zip
(811 Bytes) Downloaded 37 times
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GeeDougg
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Post by GeeDougg »

I was playing .96 recently and I noticed the same problem with the switch graphics. It seemed to be misaligned, and when I switched back to .63a it got magically fixed.... Then again isn't the switch texture 8x8? :?: :?
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randi
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Post by randi »

  1. Your dark imp has a previously unused bit set. Since it wasn't being used for anything, I appropriated it to detect when A_Chase calls A_Look so there won't be infinite recursion. Now your imp thinks it's already chasing you when it's spawned. The fix is for me to 0 that bit when the Dehacked patch is loaded.
  2. An unexpected problem from this bugfix. Fixed. Now this and that both work.
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Enjay
 
 
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Post by Enjay »

Thank you kindly for the fix and the explanation.
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