https://www.moddb.com/mods/pirate-doom/ ... v-18-fixed
A recent post (which I only saw yesterday as I've not been checking it much lately) mentions that there is a missing sprite issue with the super shotgun. I was able to track this down to the SHT2EO sprite. Pirate Doom has replacement sprites for which it just uses the original sprite names (probably not ideal, but it's an old mod), and when I opened up the WAD file in SLADE, the SHT2EO sprite is the same format as all the other sprites (truecolour PNG) so I couldn't see anything wrong with it.
After a little bit of investigation, I noticed that it was using the widescreen fixed SHT2EO from the recent game_widescreen_gfx.pk3 file that recent versions of GZDoom comes bundled with, and by renaming this file so that it doesn't load, the correct sprite from within Pirates!.wad was then used, confirming that it is indeed the game_widescreen_gfx.pk3 file that is causing the sprite issue.
Looking at game_widescreen_gfx.pk3 within SLADE shows that it has a SHT2EO sprite lump within filter/doom.id/patches/ (I think it is the only sprite within a patches subfolder as the folders for the other games contain folders named graphics and sprites). There is also a textures.txt file within filter/doom.id.doom2/ that references this replacement SHT2EO sprite. But why would this be taking precedence over the sprites within the mod itself, Pirates!.wad, when the mod is loaded afterwards? Is it because it is specifically located within a patches folder, or is it a bug?
To fix the issue, I've now renamed the sprite within the mod to SHT2P0 (simply because there were other sprite names in alphabetical sequence up to SHT2O0), and updated the TEXTURES file in the mod to reference SHT2E0 with a different sprite for the patch as follows:
Code: Select all
sprite SHT2E0, 700, 480
{
xscale 1.5
yscale 1.5
WorldPanning
offset -153, -130
patch SHT2P0, 0, 0
}