[GZdoom 3.1.0] Transferred skies are vertically offset

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Bright Smile
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[GZdoom 3.1.0] Transferred skies are vertically offset

Post by Bright Smile »

This problem is still present in the currently latest devbuild, version "x64-g3.2pre-116-g2e33165".

When linedef actions 271 and 272 are used, the resulting sky is rendered at a wrong vertical offset (too high, specifically). This is not affected by hud size, resolution or aspect ratio: the offset always remains exactly the same.

In the screenshots, the right side is a sector with a transferred sky, while the left side is the regular normal sky.

GZdoom software renderer:
Image

Zdoom:
Image

GZdoom hardware renderer:
Image
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Graf Zahl
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Re: [GZdoom 3.1.0] Transferred skies are vertically offset

Post by Graf Zahl »

Can you attach the map you used to make those screenshots?
Bright Smile
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Re: [GZdoom 3.1.0] Transferred skies are vertically offset

Post by Bright Smile »

Sure. I had to take it out of my project's wad and replace the wall texture since the all-tan one is doom1 only turns out, but naturally it still produces the same result, only with a grey wall texture :geek: .
sky_transfer_example.wad
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Rachael
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Re: [GZdoom 3.1.0] Transferred skies are vertically offset

Post by Rachael »

Fixed

The offset was missing in the floatification of the renderer and subsequent transfer when the renderer got divided into a bunch of files.
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Re: [GZdoom 3.1.0] Transferred skies are vertically offset

Post by dpJudas »

That offset was removed as a bug fix in commit 361bb11. Mantis ticket 12 has the original bug report.
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Graf Zahl
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Re: [GZdoom 3.1.0] Transferred skies are vertically offset

Post by Graf Zahl »

Well, obviously this needs a different approach to work with all sky heights.
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Re: [GZdoom 3.1.0] Transferred skies are vertically offset

Post by dpJudas »

Yep. Just making Rachael aware that fixing this bug broke the other one, but I don't know enough about Doom skies to really say what is the proper fix then.
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Re: [GZdoom 3.1.0] Transferred skies are vertically offset

Post by Rachael »

Well outright removing the offset definitely wasn't the right answer. I think it's better to have an offset and try to mimic original MBF behavior than not have one and break potential Boom compatibility.

This is something that would definitely benefit from Randi's input, in my opinion.
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