TEXTURES positioning screen issues

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Major Cooke
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TEXTURES positioning screen issues

Post by Major Cooke »

Spoiler: Right version
Spoiler: Wrong version
D4D's target release is for GZDoom 2.2. However, when GZDoom next merges ZDoom it will run across this problem in the textures.

The textures in question is "SHADERSBR" for this picture.

Graf, the version of D4D you have currently will also show this problem. In game, "summon baronrune" and pick it up.

Other items affected are D4Haste, D4QuadMoney, D4QuadDamage and D4Regeneration (only gives the effect half the time on the last one by chance).

Before the TEXTURES addressing, this wasn't an issue and appeared normally like here with the red being most visible on the very edges.
Last edited by Major Cooke on Mon Oct 31, 2016 10:22 am, edited 3 times in total.
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Re: TEXTURES positioning screen issues

Post by Major Cooke »

With D4D finally released... you can now encounter the bug in public.

http://forum.zdoom.org/viewtopic.php?f=19&t=52164
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Re: TEXTURES positioning screen issues

Post by Major Cooke »

Wait a minute... Could the flip functionality be broken on some of these?
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Graf Zahl
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Re: TEXTURES positioning screen issues

Post by Graf Zahl »

Actually, what you got here is a definition error. Take a closer look:

Code: Select all

Texture "SHADELBR", 300, 1 { YScale 0.0010 Patch "SHADERBR", 0, 0 { Rotate   0 } }
Texture "SHADEUBR", 1, 300 { XScale 0.0005 Patch "SHADERBR", 0, 0 { Rotate  90 } }
Texture "SHADERBR", 300, 1 { YScale 0.0010 Patch "SHADERBR", 0, 0 { Rotate 180 } }
Texture "SHADEDBR", 1, 300 { XScale 0.0005 Patch "SHADERBR", 0, 0 { Rotate  90 } }
The third entry here is redefining the name, but with the new two stage approach this definition gets picked up now by all of these, except for itself. You already added some fudging to the fourth entry to compensate for this but the other two were previously based on the original patch but now aren't anymore.

This happens because you placed your patches in the 'graphics' directory/namespace, meaning that ZDoom can not prioritize the textures by their use type and picks the last one with a matching name because there is none in the 'patches' namespace. If you change the 'patch' to 'graphic' it will always pick up the proper one, of course you have to fix the fourth entry then.

I'm sorry, but addressing this in the engine would mean bringing back the bug this is supposed to fix. And next time, be more careful with proper texture namespaces, please. That was the only reason this broke in the first place and the only reason you already had to fudge.
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Re: TEXTURES positioning screen issues

Post by Major Cooke »

I'll let Michaelis know. Thanks.
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