[Closed] put PISTA0 into id filter

Moderator: GZDoom Developers

put PISTA0 into id filter

Postby Matt » Sat Nov 23, 2019 4:56 pm

Freedoom has its own PISTA0 entry:
https://github.com/freedoom/freedoom/bl ... pista0.png

It doesn't match the HUD sprite right now, but that can be fixed in the future (and the fact that no one playing GZDoom would notice is probably why it hasn't been).
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Matt
Putting the XD into *xdeath since 2007
 
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Re: put PISTA0 into id filter

Postby Graf Zahl » Thu Dec 12, 2019 8:04 am

Where's the problem with this? The IWAD sprite should take priority over the internal one regardless of the IWAD being used?
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Re: put PISTA0 into id filter

Postby Matt » Thu Dec 12, 2019 7:27 pm

I'll give it a try now...

Here's GZDoom's PISTA0: https://github.com/coelckers/gzdoom/blo ... pista0.png
Here's Freedoom's PISTA0: https://github.com/freedoom/freedoom/bl ... pista0.png (identical to latest master)

Booting up Freedoom, starting map01, hitting weapdrop.
Expected: Freedoom's PISTA0.
Actual: GZDoom's: [attachment deleted now that the thread's closed]
Last edited by Matt on Sat Oct 24, 2020 9:05 pm, edited 1 time in total.
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Matt
Putting the XD into *xdeath since 2007
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: put PISTA0 into id filter

Postby Graf Zahl » Fri Dec 13, 2019 1:07 am

Are you sure there even is a sprite in the IWAD you tested? This should never happen because the IWAD is loaded on top of the internal resources.
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Re: put PISTA0 into id filter

Postby Matt » Fri Dec 13, 2019 3:33 am

....what the fuck.

Why doesn't the build include the sprite!??!?

Anyway this can be closed.
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Matt
Putting the XD into *xdeath since 2007
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia


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