[Update][g37de4be] "Sprite" and "graphic" conflict?

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[Update][g37de4be] "Sprite" and "graphic" conflict?

Post by Blue Shadow »

This only seems to happen in GZDoom. ZDoom (g18386e4) works fine. That's why I'm reporting it here.

In the file below, there is a custom ammo type which is called RedCell. It has the sprites RDCLA0 to RDCLF0 (they're in the "sprite" namespace). The ammo has an icon, which is defined through TEXTURES like the following:

Code: Select all

GRAPHIC RDCLA0, 17, 12 { XScale 1.2 YScale 1.2 Offset 1, -2 Patch RDCLC0, 0, 0}
Notice how the icon has the same name as one of the sprites. Normally, this shouldn't cause any conflict, as the icon is in the "graphic" namespace. However, something doesn't look right when seeing the ammo in-game:
Spoiler:
The ammo animates like this:

Code: Select all

RDCL ABCDEF 15
The "glitchy" frame in the animation is C (RDCLC0), which is used as the patch in that TEXTURES definition above.
icon_thing.pk3
Spoiler: System specs
Update:

I tried it today with my own default settings for GZDoom, and for some reason it worked fine (for now). I'm not sure what settings I was using yesterday when it happened, unfortunately.
Spoiler: My default settings
Here is the full ini file in case it's needed.
ini file.zip
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Graf Zahl
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Re: [Update][g37de4be] "Sprite" and "graphic" conflict?

Post by Graf Zahl »

fixed. The problem only shows if the 'graphic' you created was drawn before the sprite itself. So if you had been in a HUD mode where this icon isn't drawn the sprite was correct.
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