[GZDoom] HUD scaling, Textures, Translations

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Expand view Topic review: [GZDoom] HUD scaling, Textures, Translations

Re: [GZDoom] HUD scaling, Textures, Translations

by Graf Zahl » Sat Mar 31, 2012 5:08 am

Can you recheck with r1331? There was one situation in which some incorrect texture usage was possible.

Re: [GZDoom] HUD scaling, Textures, Translations

by Graf Zahl » Fri Mar 16, 2012 4:30 pm

I only wanted to rule out that it's related to non-power-of-two textures. Those are being handled quite differently internally if the hardware doesn't support them. But if it happens on a Geforce that can't be the case.

Re: [GZDoom] HUD scaling, Textures, Translations

by Kate » Fri Mar 16, 2012 3:22 pm

Intel GMA 950 originally, but now I have a GeForce GT 430 and it still happens, so I don't think it might be something linked to the video hardware. Unfortunately it seems to happen at random with different scaling every time, so it might be one of those incredibly difficult to trace memory issues.

Re: [GZDoom] HUD scaling, Textures, Translations

by Graf Zahl » Fri Mar 16, 2012 2:21 am

I can just repeat what I said last time: Not reproducable for me. What hardware did this happen on?

Re: [GZDoom] HUD scaling, Textures, Translations

by randi » Thu Mar 15, 2012 6:47 pm

I'm trying to clear out the Bugs forum some, so this goes to Closed Bugs, since it is allegedly GZDoom-only.

Re: [GZDoom] HUD scaling, Textures, Translations

by Kate » Fri Apr 15, 2011 3:42 pm

Bumping since Pokémon Doom was released and the Full Restore graphic tends to have this problem quite often so hopefully it'll help.

Re: [GZDoom] HUD scaling, Textures, Translations

by Graf Zahl » Thu Jan 06, 2011 2:10 am

I can't see any problems here. You need to post something that reproduces the problem for sure with a good chance of being reproducable. Otherwise I can't do anything about it. For me both textures are identical data structures.

Re: [GZDoom] HUD scaling, Textures, Translations

by wildweasel » Wed Jan 05, 2011 7:19 pm

Moved back to Bugs to ensure it gets seen...

Re: [GZDoom] HUD scaling, Textures, Translations

by Kate » Wed Jan 05, 2011 7:17 pm

Hi. I'd just like to let you know that this bug is still valid, and happens with GZDoom in OpenGL.

Here's a test wad to screw around with. Let me warn you however, this appears to be affected by the loaded textures, so this will not have a noticeable effect straight off if any, there will probably need to be additional textures loaded, which is telling me the texture loader is accessing the wrong memory address when looking up scaling for patches without the brackets there. Hopefully this will help narrow down the problem.

Re: [2.5.0] HUD scaling, Textures, Translations

by NeuralStunner » Sat Aug 28, 2010 10:07 pm

I hate those kind the most. :?

Re: [2.5.0] HUD scaling, Textures, Translations

by Kate » Sat Aug 28, 2010 10:00 pm

Unfortunately it doesn't look like it's going to be that easy - even with the exact configuration I had before, it seems I can no longer produce the symptoms; the bug literally just disappeared on its' own with no traces left of it under completely random circumstances and now it refuses to happen again.

It appears to be one of those one-time mystery bugs. Ugh.

Re: [2.5.0] HUD scaling, Textures, Translations

by Graf Zahl » Sat Aug 28, 2010 5:25 pm

That was the same problem I had. This is why you should add a test WAD to reproduce the problem with your reports. It makes things a lot easier - especially if your assumption about what precisely is wrong is not correct.

Re: [2.5.0] HUD scaling, Textures, Translations

by Zippy » Sat Aug 28, 2010 5:13 pm

I think there has to be something more than just the braces. I created what would be a bare minimum case duplicating the above TEXTURES code and couldn't get the problem to display (in ZDoom 2.5.0) in either HudMessage graphics or as inventory icons. No idea what it could be though... something in the actual image file or previous TEXTURES definitions?

It's going to be up to Pink Silver to produce a scaled down demonstration case carved out of her mod... I'm just not sure how to build one from scratch at this point.

Re: [2.5.0] HUD scaling, Textures, Translations

by Graf Zahl » Sat Aug 28, 2010 6:16 am

I can't see any difference in parsing behavior with the '{}' and without it. Can you create a test WAD that definitely causes problems so that I can check the actual difference between the created textures in a debugger?

Re: [2.5.0] HUD scaling, Textures, Translations

by Kate » Fri Aug 27, 2010 8:36 pm

Re:
On IRC with a discussion with Zippy, we found that it's the empty brackets in the second definition that's causing the sprite to be parsed incorrectly. Removing them causes it to appear properly.

Hope that helps.

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