There's something wrong with how ZDoom displays the BIGDOOR7 texture with doom.wad:
This doesn't happen with doom2.wad nor with doom.exe/doom2.exe.
[Fixed] Texture bug.
Moderator: GZDoom Developers
Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
-
- ... in rememberance ...
- Posts: 55
- Joined: Thu Jul 17, 2003 6:51 am
- Location: Finland
-
-
- Posts: 26540
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
As you say, it only happens with Doom.wad. Doom2.wad is fine. BIGDOOR7 is an odd one. The patches in it are 136 tall but the texture is 128. I looked into the texture lumps of the 2 wads, and found a difference.
In Doom2, the patch W105_1 is used twice at these offsets:
-5, 0 and 123, 0
In Doom (Ultimate), the offsets are:
-4,-4 and 124, -4
So, rather oddly, the texture is set up differently in Doom1 and Doom2. Because of the offsets, I would expect the bottom 4 pixels of that odd bit of the W105_1 patch to be visible in Doom1 when the texture was used on a door (ie as it is in Zdoom). However, as you point out, it doesn't seem to be done that way on testing it with Doom.exe.
In Doom2, the patch W105_1 is used twice at these offsets:
-5, 0 and 123, 0
In Doom (Ultimate), the offsets are:
-4,-4 and 124, -4
So, rather oddly, the texture is set up differently in Doom1 and Doom2. Because of the offsets, I would expect the bottom 4 pixels of that odd bit of the W105_1 patch to be visible in Doom1 when the texture was used on a door (ie as it is in Zdoom). However, as you point out, it doesn't seem to be done that way on testing it with Doom.exe.
-
- Lead GZDoom+Raze Developer
- Posts: 49146
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Enjay wrote: So, rather oddly, the texture is set up differently in Doom1 and Doom2. Because of the offsets, I would expect the bottom 4 pixels of that odd bit of the W105_1 patch to be visible in Doom1 when the texture was used on a door (ie as it is in Zdoom). However, as you point out, it doesn't seem to be done that way on testing it with Doom.exe.
AFAIK Doom is not capable of handling patches larger than 128. It probably was just random luck that it looked correctly in Doom 1.
-
- Posts: 10002
- Joined: Fri Jul 18, 2003 6:18 pm
- Location: Idaho Falls, ID
-
- Lead GZDoom+Raze Developer
- Posts: 49146
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
-
-
- Posts: 10773
- Joined: Sun Jul 20, 2003 12:15 pm
-
- Lead GZDoom+Raze Developer
- Posts: 49146
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
-
- Posts: 3463
- Joined: Sat Jul 19, 2003 8:39 am
Yeah I've noticed this too. I think this door shows up like this in a few other ports besides ZDoom as well.
BTW this isn't the only texture that looks different in Doom 1 & 2; SHAWN1 does as well. IIRC in Doom 1 it has stone on the right side, whereas in Doom 2 it's all silver.
On second thoughts this might be something that was fixed in a late Doom 1 patch; I'm not too sure and I can't really check right now as Doom 1 isn't on this computer.
BTW this isn't the only texture that looks different in Doom 1 & 2; SHAWN1 does as well. IIRC in Doom 1 it has stone on the right side, whereas in Doom 2 it's all silver.
On second thoughts this might be something that was fixed in a late Doom 1 patch; I'm not too sure and I can't really check right now as Doom 1 isn't on this computer.
-
- Site Admin
- Posts: 7749
- Joined: Wed Jul 09, 2003 10:30 pm