Hexen flechette issue

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theleo_ua
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Hexen flechette issue

Post by theleo_ua » Tue Nov 22, 2016 23:21

When throwing flechette as fighter in Hexen, it falls in ground before explosion: http://storage9.static.itmages.ru/i/16/ ... 3a9bcb.png

Should be fully visible, like this:
GZDoom 2.0.03: http://storage4.static.itmages.ru/i/16/ ... 5bb4ef.png
ZDoom 2.8.1: http://storage9.static.itmages.ru/i/16/ ... 59c939.png

Reproduced in 2.2.0 x64 and 2.3pre-326-gb3b5cb2 x64. Config attached

UPDATE: reproduced for 2.1.0 and not reproduced for 2.0.05 (same config)
Attachments
gzdoom-1.ini
(14.74 KiB) Downloaded 7 times
Last edited by theleo_ua on Wed Nov 23, 2016 0:30, edited 1 time in total.
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Enjay
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Re: Hexen flechette issue

Post by Enjay » Tue Nov 22, 2016 23:37

This is a result of the sprite offsets being such that the bottom of the graphic is below floor level. In software, this doesn't matter because it draws the sprites extending into the floor anyway. In open GL, however, the sprite has to get clipped where it meets the floor. If you go to

options/display options/OpenGL Options/Preferences/Adjust Sprite Clipping

and set it to "Smarter" it will move the flechettes up so that they look correct.


Possible issue: the option of "always" for sprite adjustment does not fix this visual glitch. The flechettes seem to roll OK but when it comes to the explosion, the bottle slips below the floor in the frame just before it explodes. Surely with "always" selected this shouldn't happen?

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Re: Hexen flechette issue

Post by theleo_ua » Tue Nov 22, 2016 23:54

Enjay wrote:This is a result of the sprite offsets being such that the bottom of the graphic is below floor level. In software, this doesn't matter because it draws the sprites extending into the floor anyway. In open GL, however, the sprite has to get clipped where it meets the floor. If you go to options/display options/OpenGL Options/Preferences/Adjust Sprite Clipping and set it to "Smarter" to will move the flechettes up so that they look correct.


Possible issue: the option of "always" for sprite adjustment does not fix this visual glitch
BTW, for "problematic" weapon4 sprites (they fall to ground while floatbobbing) issue is not reproduced: http://storage9.static.itmages.ru/i/16/ ... 7ee8ce.png (it will result in another issue, where object will be incorrectly floatbobbed with "pause" in the ground)

So the question is "why flechette fall to ground, and weapon4 pieces not"
Enjay wrote:Surely with "always" selected this shouldn't happen?
You can see in my attached config: gl_spriteclip = 2 (meaning adjust sprite clipping = always)

Also I attached screenshot from GZDoom 2.0.03 which displaying this frame correctly (same config with adjust sprite clipping = always)
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Re: Hexen flechette issue

Post by Enjay » Wed Nov 23, 2016 0:00

"Smarter" (not "Smart") fixes the issue. I don't know if "always" is meant to or not. I would have thought so but I can't say for certain because perhaps there is a good reason that I'm unaware of for it behaving this way (e.g. perhaps it becomes a projectile when it explodes or something).

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Re: Hexen flechette issue

Post by theleo_ua » Wed Nov 23, 2016 0:15

In 2.0.05 (just tried) issue is not reproduced (for "Always"), but in 2.1.0 reproduced. Is it possible to investigate, what was changed in sprite clipping from 2.0.05 to 2.1.0 ?
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Re: Hexen flechette issue

Post by Graf Zahl » Sat Dec 03, 2016 19:50

No idea what changed between versions, the only way I saw to fix this was to alter the offsets of the offending sprites.

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Re: Hexen flechette issue

Post by theleo_ua » Sat Dec 03, 2016 20:45

Graf Zahl wrote:No idea what changed between versions, the only way I saw to fix this was to alter the offsets of the offending sprites.
Thanks. So you agree that this is a bug, but hard to fix so decorate offset workarounds should be used. I will try them in my mods then
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Re: Hexen flechette issue

Post by Graf Zahl » Sat Dec 03, 2016 21:31

No. The bug is that Hexen's sprite got bogus offsets. But I have no idea what changed the adjustment logic between 2.0.3 and 2.0.5.
I just dug out some old offset correction tables for most IWAD sprites I still had sitting around, fixed the feature that loaded them and added them to gzdoom.pk3. This should address a lot more sprite clipping issues than just the Flechette.

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