[Not a bug] when textures and flats clash
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- SargeBaldy
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I don't *think* they are truly cumulative. If you put some textures in a TEXTURE2 lump that were not in a TEXTURE1, they would be added to the total texture list. Editing TEXTURE1 to remove some original textures would work because the TEXTURE1 lump in the PWAD would be used in preference to the TEXTURE1 in the IWAD.
- Graf Zahl
- Lead GZDoom+Raze Developer
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If I understand this correctly the new texture manager simply adds all TEXTUREx lumps without new ones completely overriding the ones in the IWAD. Here's the quote from RH-LOG.TXT:
- BTW, with the new texture system, you don't need to have every single texture
defined in a single TEXTURE1 or TEXTURE2 lump. You do need to restrict
yourself to just one TEXTURE1 and/or TEXTURE2 lump per wad, but they don't
need to contain definitions for all the textures from the IWAD, since each
wad's texture definitions are loaded separately.
OOOh, that does look like it behaves like you said.
I am aware of at least one situation where the original behaviour of removing textures was used. IIRC, it was one of NiGHTMARE's speed mapping events. He provided a WAD with custom textures, and removed all the original ones to restrict the mappers choice to the new ones. If someone made a map using Zdoom as their test bed, then they could presumably still include original textures and thereby break the WAD for any other port.
I am aware of at least one situation where the original behaviour of removing textures was used. IIRC, it was one of NiGHTMARE's speed mapping events. He provided a WAD with custom textures, and removed all the original ones to restrict the mappers choice to the new ones. If someone made a map using Zdoom as their test bed, then they could presumably still include original textures and thereby break the WAD for any other port.
- Nanami
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We had something similar to this with ZooM... Running it in ZDoom works fine, but in SkullTag there's actually a flat with the same name as one of the light textures (which we had pasted on the ceiling), and the SkullTag wad overwrote it for some reason, and it looked stupid. We'll probably need to put the texture as a flat to use it.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49071
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Why don't you just rename it (or put it between TX_START/TX_END?)Nanami wrote:We had something similar to this with ZooM... Running it in ZDoom works fine, but in SkullTag there's actually a flat with the same name as one of the light textures (which we had pasted on the ceiling), and the SkullTag wad overwrote it for some reason, and it looked stupid. We'll probably need to put the texture as a flat to use it.
- SargeBaldy
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Re: when textures and flats clash
No, it's doing exactly what it's supposed to do, and I'm not changing it.SargeBaldy wrote:I guess this is kind of a bug...