trouble with hi-res-texture scaling

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simc
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trouble with hi-res-texture scaling

Post by simc »

Strange case, woinder if this is only about my system (win98 + nvidia
riva tnt2) or if there's a bahaviour change between GZDoom 1.0.20/19
and the previous versions? :

For some reason with GZDoom 1.0.20/19 the scaling of hi-res
textures works now the opposite way if compared to the previous
versions.

If you have a 128x128 sized PNG, and you have in HIRESTEX lump:

define PNG128 64 64

The result in GZDoom 1.0.20/19 is a 256X256 sized texture!
On the other hand if you have:

define PNG128 256 256

The result is a 64X64 texture!! With older GZDoom versions the
results were a 64x64 and a 256x256 texture respectively.

Also it looks like BMPs or GIFs are not allowed as hi-res texture
lumps at all, but now they make GZdoom crash. Previously they
worked fine.

Is this a bug, feature change or related to my oldish system/videocard?
Try these test wads with 1.0.18 and 1.0.20/19:

http://www.geocities.com/gearlost/misc3/test_tex.zip

With my system they either crash with 1.0.20/19, or they don't work
correctly. With 1.0.18 or older versions they work fine.

(btw, with scaling and crashing the new ZDoom 2.1.5/4 behaves exactly
the same)
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Graf Zahl
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Post by Graf Zahl »

Yes, it's broken in the current version. But it's already fixed for the next release due tomorrow.


GIFs and BMPs no longer work though. They were never officially supported and only worked because DevIL could load them. But since 1.0.19 there is no more DevIL and all texture management is done natively. And that only supports the formats I need to support (i.e. PNG, JPG, TGA and PCX.)
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Nash
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Post by Nash »

Yay new version tomorrow! ^_^
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Cutmanmike
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Post by Cutmanmike »

Morphs galore!
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Graf Zahl
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Post by Graf Zahl »

I'm sorry but it won't get out today. While playing Demon Eclipse I noticed a bug with sorting translucent sprites and I'd like to fix that first.
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Nash
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Post by Nash »

Yeah, as I've posted at the ZDoom forums - I'd rather wait simply because of the ENTER script bugs, among other things.
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Graf Zahl
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Post by Graf Zahl »

They are already fixed by updating to the latest SVN revision.
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