WAD in question: http://www.doomworld.com/idgames/index.php?id=12939
I was playing my old "Extreme Measures" weapon mod when I discovered that none of the decals work correctly. At all. The replacement bullet chips, which worked fine in the software renderer, are now far too small; the Ice Beam leaves blood decals (if I remember right), and the Swarmer launcher leaves ice decals. I swear this worked right in 2.0.96x.
[0.9.2] Decals don't behave correctly...at all
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There are 2 issues here but only one is a bug in GZDoom:
1. The bullet chips are indeed too small and I have to investigate why.
2. The assault gun replacement leaving blood splats and the Bloodscourge replacement using some cyan crap result from a bug in ZDoom's DECALDEF parser. You replace some original decals with altered ones. But GZDoom contains a complete decal definition lump for all 4 games, including Strife's anf Hexen's weapons. So you tell the engine to delete the old decals but the weapons which already use them don't get updated. That means that the original decal pointers in these weapons point to some corrupted data and leave incorrect decals. I think I'll leave this for Randy to fix...
1. The bullet chips are indeed too small and I have to investigate why.
2. The assault gun replacement leaving blood splats and the Bloodscourge replacement using some cyan crap result from a bug in ZDoom's DECALDEF parser. You replace some original decals with altered ones. But GZDoom contains a complete decal definition lump for all 4 games, including Strife's anf Hexen's weapons. So you tell the engine to delete the old decals but the weapons which already use them don't get updated. That means that the original decal pointers in these weapons point to some corrupted data and leave incorrect decals. I think I'll leave this for Randy to fix...
- Graf Zahl
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Not really fixed but at least reduced to a point that is tolerable. Decals are clipped in full map units and yours were simply too small and caused underflows. I messed around a little with the formula so now they look better.
I have converted the entire code to floating point already for the upcoming 2.1.0 based version (whenever that arrives...
) so I see no point in attempting to fix it for the old integer-based code.
I have converted the entire code to floating point already for the upcoming 2.1.0 based version (whenever that arrives...
