Important feature "removed?" from GZDoom 1.21

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ZDave
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Important feature "removed?" from GZDoom 1.21

Post by ZDave »

(I probably should've posted this question HERE to start with and not in general. What a n00b.) :roll: Anyway.
What happened to the ability to scale weapon sprites in the new GZDoom?
Clearly, many well known wads are now broken. Like the Doom3 weapons mod.
I can't find a topic about this anywhere.
Can you help me out Graf, please. I'll make you a very nice GZDoom logo(free of charge)and no Ghostbuster included, I promise. :D
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Graf Zahl
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Re: Important feature "removed?" from GZDoom 1.21

Post by Graf Zahl »

Nothing was removed. But a few versions back some things in texture management were changed which have an effect on badly structured mods. Can you post a link to something that does not work anymore.
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ZDave
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Re: Important feature "removed?" from GZDoom 1.21

Post by ZDave »

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Graf Zahl
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Re: Important feature "removed?" from GZDoom 1.21

Post by Graf Zahl »

I can't say that this result surprises me. This mod uses HIRESTEX incorrectly. It happened to work in 2.2.0 by pure luck, not by design so once the hole in the code got plugged it stopped working.

To make it short: Textures defined with 'define' in HIRESTEX are not sprites and they are not supposed to be.
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ZDave
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Re: Important feature "removed?" from GZDoom 1.21

Post by ZDave »

So how can HIRESTEX be used corectly? (if it can) or is ACS the answer.
Just wondering, are GFX sprites or textures?
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Re: Important feature "removed?" from GZDoom 1.21

Post by Graf Zahl »

HIRESTEX has been deprecated because it's badly designed and it's not possible to fix all problems with it. Back when it was added it was the only text-based alternative that was available but this was a bad decision.

Use the features of the new TEXTURES lump instead. It's a bit more complex but better defined and more stable.
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ZDave
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Re: Important feature "removed?" from GZDoom 1.21

Post by ZDave »

OK thanx.
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