In E2L6 in room with the mini-battlelord near the exit there's is a fire sprite that's rendered too high horizontally. It should be in the bottom of the pit to let you know it's a damaging area.
Savefile: https://www.dropbox.com/transfer/AAAAAJ ... v1XIZB4raw
[0.4.2][Duke3D] Fire sprite in wrong position
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Re: [0.4.2][Duke3D] Fire sprite in wrong position
This also happens in eduke, just investigated this issue.
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Re: [0.4.2][Duke3D] Fire sprite in wrong position
And in RedNukem?
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Re: [0.4.2][Duke3D] Fire sprite in wrong position
*downloads Rednukem and investigates*
Huh, that's interesting. In Rednukem it actually renders correctly, on the ground instead of midair.
Huh, that's interesting. In Rednukem it actually renders correctly, on the ground instead of midair.
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Re: [0.4.2][Duke3D] Fire sprite in wrong position
I can't say this surprises me. One of those EDuke fixes that, according to TerminX: "Since this is Duke3D, I'm sure this change breaks something else.".
Anyone interested in finding out when this started?
Anyone interested in finding out when this started?
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Re: [0.4.2][Duke3D] Fire sprite in wrong position
It's before the dumpster fire fix and what else followed it, that's for sure.
Just checked this in build 8629 and the fire is still broken there.
Just checked this in build 8629 and the fire is still broken there.
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Re: [0.4.2][Duke3D] Fire sprite in wrong position
Since the RedNukem frontend code is now capable of running Duke I am closing this - as all other bugs inherited from EDuke32. If they get it fixed, fine, but I've come to the point that I prefer to use the more compatible code to play Duke by now, it surely causes less surprises.
I think, long term it should be attempted to consolidate both code bases, of course with compatibility options for the critical differences.
I think, long term it should be attempted to consolidate both code bases, of course with compatibility options for the critical differences.