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:
Zdoom:
GZdoom hardware renderer:
[GZdoom 3.1.0] Transferred skies are vertically offset
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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.
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.
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- Graf Zahl
- Lead GZDoom+Raze Developer
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- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [GZdoom 3.1.0] Transferred skies are vertically offset
Can you attach the map you used to make those screenshots?
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- Posts: 2
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Re: [GZdoom 3.1.0] Transferred skies are vertically offset
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 .
Re: [GZdoom 3.1.0] Transferred skies are vertically offset
Fixed
The offset was missing in the floatification of the renderer and subsequent transfer when the renderer got divided into a bunch of files.
The offset was missing in the floatification of the renderer and subsequent transfer when the renderer got divided into a bunch of files.
Re: [GZdoom 3.1.0] Transferred skies are vertically offset
That offset was removed as a bug fix in commit 361bb11. Mantis ticket 12 has the original bug report.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [GZdoom 3.1.0] Transferred skies are vertically offset
Well, obviously this needs a different approach to work with all sky heights.
Re: [GZdoom 3.1.0] Transferred skies are vertically offset
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.
Re: [GZdoom 3.1.0] Transferred skies are vertically offset
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.
This is something that would definitely benefit from Randi's input, in my opinion.