Bizarre missing sprite graphics issue
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- wildweasel
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Bizarre missing sprite graphics issue
[[problem has been addressed; download link removed.]]
I cannot figure out why GasolineGlob and GasolinePuddle (both located in /weapons/flechet.txt) are invisible. The sprites GASOA0 and GASOB0 are defined in Textures.txt and are sourced from sprites located in Hexen.wad (SLADE3 confirms this). I do not believe I have made any typos in the texture definitions, nor in the sprite names in weapons/flechet.txt. The actors are obviously loaded and working, since if I use the Flechette to dump gasoline on the floor and then shoot it with any weapon, it ignites as expected, in Hexen's own fire sprites.
What is causing the gasoline projectiles and resulting puddles to be invisible?
I cannot figure out why GasolineGlob and GasolinePuddle (both located in /weapons/flechet.txt) are invisible. The sprites GASOA0 and GASOB0 are defined in Textures.txt and are sourced from sprites located in Hexen.wad (SLADE3 confirms this). I do not believe I have made any typos in the texture definitions, nor in the sprite names in weapons/flechet.txt. The actors are obviously loaded and working, since if I use the Flechette to dump gasoline on the floor and then shoot it with any weapon, it ignites as expected, in Hexen's own fire sprites.
What is causing the gasoline projectiles and resulting puddles to be invisible?
Re: Bizarre missing sprite graphics issue
isn't BLOD one of the sprite names that is renamed upon loading ZDoom?
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Re: Bizarre missing sprite graphics issue
Yes, the BLOD* and GIBS* are both renamed at runtime to BLUD* and POL5* respectively. You need to use the renamed ones in your texture definitions instead.
- wildweasel
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Re: Bizarre missing sprite graphics issue
Except BLOD* and GIBS* exist in the Hexen IWAD. Should I extract them from Hexen.wad and import them into my own PK3 file to make them work in Hexen?Blue Shadow wrote:Yes, the BLOD* and GIBS* are both renamed at runtime to BLUD* and POL5* respectively. You need to use the renamed ones in your texture definitions instead.
- ChronoSeth
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Re: Bizarre missing sprite graphics issue
I don't think you understand... you should be using BLUD* and POL5* as sprite names for the patches.
At least, that's what I would expect is wrong; I haven't had a look at the pk3.
At least, that's what I would expect is wrong; I haven't had a look at the pk3.
- wildweasel
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Re: Bizarre missing sprite graphics issue
My point is that I am using sprites that are in the IWAD. If ZDoom renames these, then will referencing the new sprite names even work, if ZDoom is looking for them by a different name?ChronoSeth wrote:I don't think you understand... you should be using BLUD* and POL5* as sprite names for the patches.
At least, that's what I would expect is wrong; I haven't had a look at the pk3.
- NeuralStunner
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Re: Bizarre missing sprite graphics issue
If ZDoom's renaming the graphics at the lowest level, that's pretty messed up. 

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Re: Bizarre missing sprite graphics issue
Yes.wildweasel wrote:My point is that I am using sprites that are in the IWAD. If ZDoom renames these, then will referencing the new sprite names even work, if ZDoom is looking for them by a different name?
Spoiler:
Re: Bizarre missing sprite graphics issue
It has been doing that for a long, long while. The reason for renaming things like BLOD and GIBS is so that internally it's always the same sprite that is expected. It avoids having to do conditional game-based state jumps in the [wiki=Classes:Blood]Blood[/wiki] and [wiki=Classes:RealGibs]Gibs[/wiki] actors. For more complex actors, where it wasn't possible to do that, there is still a conditional state jump, see [wiki=Classes:TeleportFog]TeleportFog[/wiki] for an example.
- Graf Zahl
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Re: Bizarre missing sprite graphics issue
NeuralStunner wrote:If ZDoom's renaming the graphics at the lowest level, that's pretty messed up.
At what level would you do it? The sprite's texture name has to be changed for this to work and unfortunately the texture lookup by the TEXTURES lump uses the same namespace.
Re: Bizarre missing sprite graphics issue
A way to solve that problem would be aliasing instead of renaming. There would be both a BLODA0 and a BLUDA0 created from the same graphic; unless either one is later overridden by a different graphic of the same name. So when looking for BLUDA0, it'd find it, and when looking for BLODA0, it'd find it as well.
The things to watch out for: not giving the Heretic invulnerability item along with the Hexen invulnerability item when cheating for items in Hexen, and that the minotaur doesn't try to use the wrong death sequence. The latter seems easy to do (Hexen won't have any MNTR L--T frame).
The things to watch out for: not giving the Heretic invulnerability item along with the Hexen invulnerability item when cheating for items in Hexen, and that the minotaur doesn't try to use the wrong death sequence. The latter seems easy to do (Hexen won't have any MNTR L--T frame).
- NeuralStunner
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Re: Bizarre missing sprite graphics issue
I had thought it only affected the Decorate parser. But mind you I'm 90% or more source ignorant.Graf Zahl wrote:At what level would you do it? The sprite's texture name has to be changed for this to work and unfortunately the texture lookup by the TEXTURES lump uses the same namespace.

- Graf Zahl
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Re: Bizarre missing sprite graphics issue
NeuralStunner wrote:I had thought it only affected the Decorate parser. But mind you I'm 90% or more source ignorant.Graf Zahl wrote:At what level would you do it? The sprite's texture name has to be changed for this to work and unfortunately the texture lookup by the TEXTURES lump uses the same namespace.
How could that achieve anything?
Remember, for the Ironlich, for example, the IWAD-internal sprites are still called 'HEADxx' but PWAD replacements need to be called 'LICHxx'. This can't be done solely in the DECORATE parser. This needs renaming of the actual sprites.
- wildweasel
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Re: Bizarre missing sprite graphics issue
Okay, so yeah, altering my Textures.txt entries to the "renamed" sprites does fix the issue I'm having. I just hope that nothing changes that will break this in the future.
Re: Bizarre missing sprite graphics issue
Be confident that if anything changes and break your mod, it'll also break a lot of other mods and therefore angry bug reports will force a revert or an engine-side fix.