Skies still having issues

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Post Reply
User avatar
Hellser
Global Moderator
Posts: 2705
Joined: Sun Jun 25, 2006 4:43 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Citadel Station

Skies still having issues

Post by Hellser »

Skies are still having an issue. It would appear that the bug is more than just sky transfers. I've not tested how GZDoom reacts to patch-replaced tall skies (as in, one that isn't transfered) until now.

The original bug exists with a patch replacement sky. Meaning GZDoom is rather derpy with tall skies (skies over 128+ in height).

Transfered skies are now producing a new type of bug; most likely relating to the actual bug as seen above.


Might want to undo that original commit and see why GZDoom is going derpy when tall skies comes into play. Please note that tall skies can range from 128-256. Maybe even taller.
Attachments
Sky bug-transfered.wad
Transfered sky bug, same texture as above (or below).
(79.96 KiB) Downloaded 29 times
Sky bug.wad
New sky bug w/ an easily see able texture for looping errors.
(79.96 KiB) Downloaded 27 times
Cacodemon345
Posts: 419
Joined: Fri Dec 22, 2017 1:53 am
Graphics Processor: ATI/AMD (Modern GZDoom)
Contact:

Re: Skies still having issues

Post by Cacodemon345 »

The commit fix applies a mere offset.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Skies still having issues

Post by Graf Zahl »

I reverted Mentals commit because it was the cause of the color problem.

The original report isn't a positioning bug. Heretic and Hexen place 200 pixel tall screens with the bottom at the center. If you want it to go lower you have to use a taller sky.
Yes it is suboptimal but cannot be helped.
User avatar
Hellser
Global Moderator
Posts: 2705
Joined: Sun Jun 25, 2006 4:43 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Citadel Station

Re: Skies still having issues

Post by Hellser »

Would it be possible to run a check to see if Doom is loaded as a game then apply a fix?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Skies still having issues

Post by Graf Zahl »

No. We cannot just randomly change behavior like that. It would break lots of mods out there with 200 pixel tall skies.

There's one thing you can do which will at least work with the GL renderer and with the capped software sky renderer (but not the classic software version): You can set a "skyoffset" for your sky in ANIMDEFS:

Code: Select all

skyoffset sky7 -36
User avatar
Hellser
Global Moderator
Posts: 2705
Joined: Sun Jun 25, 2006 4:43 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Citadel Station

Re: Skies still having issues

Post by Hellser »

That'll work I suppose. Thanks. :)
Post Reply

Return to “Closed Bugs [GZDoom]”