[Fixed] Texture not aligned when map played with ZDoom

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Expand view Topic review: [Fixed] Texture not aligned when map played with ZDoom

by TheDarkArchon » Fri Oct 08, 2004 2:02 pm

After reading this, I just fixed a HOM in E1M3 of KDIZD that was pissing me off. Thanks

by randi » Wed Oct 06, 2004 12:15 pm

The EDGE team is correct. This switch won't display correctly with vanilla Doom, either.

Fixed.

by MartinHowe » Tue Oct 05, 2004 6:18 am

FWIW to Randy, the EDGE team response is this, posted here in case any part of their analysis can be applied to ZDoom.
Problem was related to the texture height, which is not a power of two (72 pixels) and using a negative Y offset on the sidedef.

Texture not aligned when map played with ZDoom

by MartinHowe » Sun Sep 12, 2004 5:21 am

In the Newstuff Chronicles 197 last week there is a WAD called SC_WASTE by Ian "Scrum" Ferguson and at position X=+593 Y=-493 is a switch texture SW1COMM pasted on linedef 1860. This is inside an alcove so that you see only the switch itself and the texture is aligned accordingly.

This displays fine in DB 3D mode and when played with PrBoom, Legacy and Eternity beta 331/7, but ZDoom 2.0.63A fails to display it correctly. In ZDoom the texture appears correct horizontally, but vertically appears halfway down the alcove and is "cut in half". The switch works, BTW, it just isn't positioned correctly.

Interestingly enough, EDGE 1.27 and 1.28A also screw this up, but in a different way -- they display a "black hole" where the texture should be.

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