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:
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:
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System Information
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Operating System Windows XP Home Edition (5.1, Build 2600) Service Pack 3
System Model Dell DM051
Processor Intel(R) Pentium(R) 4 CPU 3.20GHz (2 CPUs)
Memory 502MB RAM
DirectX Version DirectX 9.0c
---------------
Graphics
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Monitor:
Name DELL E176FP on Intel 82945G Express Chipset Family
Current Resolution 1152x864 pixels
Work Resolution 1152x834 pixels
State enabled, primary, output devices support
Monitor Width 1152
Monitor Height 864
Monitor BPP 32 bits per pixel
Monitor Frequency 75 Hz
Device\\.\DISPLAY1\Monitor0
Intel(R) 82945G Express Chipset Family
Memory 224 MB
Driver version 6.14.10.4410
Intel(R) 82945G Express Chipset Family
Memory 224 MB
Driver version 6.14.10.4410
OpenGL
Version 1.4.0 - Build 4.14.10.4410
Vendor Intel
Renderer Intel 945G
GLU Version 1.2.2.0 Microsoft Corporation
Values
GL_MAX_LIGHTS 16
GL_MAX_TEXTURE_SIZE 2048
GL_MAX_TEXTURE_STACK_DEPTH 10
GL Extensions
GL_ARB_depth_texture
GL_ARB_fragment_program
GL_ARB_multitexture
GL_ARB_point_parameters
GL_ARB_shadow
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_window_pos
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_cull_vertex
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture_compression_s3tc
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_filter_anisotropic
GL_EXT_texture3D
GL_3DFX_texture_compression_FXT1
GL_IBM_texture_mirrored_repeat
GL_NV_blend_square
GL_NV_texgen_reflection
GL_SGIS_generate_mipmap
GL_WIN_swap_hint
GL_EXT_bgra
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.
// GZDoom-specific
set gl_sprite_blend true
set gl_texture_filter 0
set gl_lights_size 0.8
set gl_lights_intensity 0.8
set gl_lights 0
set gl_lightmode 0
set gl_enhanced_nightvision 0
set gl_particles_style 1
set vid_defbits 32
set cl_capfps true
set color "00 40 80"
set gl_spriteclip 3
set wipetype 0
// Common settings for both ZDoom and GZDoom
set m_show_backbutton -1
set m_use_mouse 0
set snd_mididevice 0
set snd_sfxvolume 0.2
set snd_musicvolume 0.2
set fullscreen false
set vid_aspect 4
set vid_vsync 1
set vid_defheight 600
set vid_defwidth 800
set snd_channels 128
set cl_run true
set colorset -1
set color "40 40 40"
set name nc
set r_deathcamera true
set r_stretchsky false
set r_drawfuzz 2
set menu_screenratios 0
set am_showmaplabel 1
set crosshairhealth false
set crosshaircolor "00 a5 ff"
set crosshair 7
set hud_showitems true
set hud_althud true
set cl_maxdecals 256
set allcheats true
set cl_bloodtype 1
set cl_rockettrails 3
set nametagcolor 8
set displaynametags 3
set vid_cursor cursor
set wipetype 3
set am_thingcolor_citem "67 df 5f"
set am_thingcolor_item "f3 73 17"
set am_thingcolor_monster "ff 00 00"
set am_thingcolor_ncmonster "ff 00 ff"
set am_thingcolor_friend "00 00 ff"
set am_showtriggerlines true
set am_drawmapback 2
set am_map_secrets 2
set am_secretsectorcolor "67 df 5f"
set am_interlevelcolor "ff 5f 5f"
set am_intralevelcolor "73 73 ff"
set am_thingcolor "4f 3b 2b"
set am_efwallcolor "f3 73 17"
set am_tswallcolor "23 23 23"
set am_specialwallcolor "ff 00 ff"
set am_secretwallcolor "ff ff 00"
set am_wallcolor "a7 00 00"
set am_yourcolor "00 3c 78"
set am_backcolor "00 00 00"
set am_colorset 0
set am_showtotaltime true
set am_showitems true
set am_rotate 1
set am_showthingsprites 3
set con_scaletext 1
set longsavemessages false
set compatflags 4
bind shift +strafe
bind . centerview
bind mwheelup weapnext
bind mwheeldown weapprev
bind s +moveup
bind d land
bind j +jump
bind z +altattack
bind x +movedown
bind c +crouch
bind home chase
unbind t
unbind \
unbind ,
unbind alt
unbind mouse1
unbind mouse2
unbind mouse3
unbind mouse4
unbind joy1
unbind joy2
unbind joy3
unbind joy4
unbind mwheelright
unbind mwheelleft
unbind dpadup
unbind dpaddown
unbind dpadleft
unbind dpadright
unbind lthumb
unbind lshoulder
unbind rshoulder
unbind ltrigger
unbind rtrigger
unbind pad_a
unbind pad_y
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.