Scaling sidedef texture in gzdoombuilder svn r2164.

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doomexpert
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Scaling sidedef texture in gzdoombuilder svn r2164.

Post by doomexpert »

I dont see that in gzdoombuilder but when im in game i see that. it attached to the ground but some textures it go's down a little bit.
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this is just a little round texture with a bit of scaling.
this is just a little round texture with a bit of scaling.
bug doom2.png (455.4 KiB) Viewed 894 times
Sidedef middel texture, a independent line. not attached to other lines that makes a sector.
Sidedef middel texture, a independent line. not attached to other lines that makes a sector.
bug gzdoom.png (412.9 KiB) Viewed 895 times
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Graf Zahl
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Re: Scaling sidedef texture in gzdoombuilder svn r2164.

Post by Graf Zahl »

I can't debug a screenshot. Either post a demo map or this gets closed uninvestigated.
doomexpert
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Re: Scaling sidedef texture in gzdoombuilder svn r2164.

Post by doomexpert »

Graf Zahl wrote:I can't debug a screenshot. Either post a demo map or this gets closed uninvestigated.
Ok here i made a demo. format is gzdoom: doom in UDMF format. it occurs in any gzdoombuilder i think. i tested also with version 1.14, no svn build. and i tested some things and i realise that everytime when you make a sidedef like that, regardless floor height, it gets the same height under the texture. doesn't matter if i change floor/ceiling height afterwards or change the sidedef middle offset.
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Bug.wad
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NeoHippo
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Re: Scaling sidedef texture in gzdoombuilder svn r2164.

Post by NeoHippo »

At first I thought that it was impossible for the engine to draw something like this, but then I tried with ZDoom.
And lo and behold ZDoom rendered it just as GZDoom Builder did.

Image

In doomexpert's example it is just a standalone linedef.
I did a separate example with a reset sector and the same thing happens

Image

http://www.mediafire.com/download/z8ae5 ... G2-U-L.wad
doomexpert
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Re: Scaling sidedef texture in gzdoombuilder svn r2164.

Post by doomexpert »

NeoHippo wrote:
In doomexpert's example it is just a standalone linedef.
I did a separate example with a reset sector and the same thing happens
so it is not a zdoom bug but a gzdoom bug? the question is ofcource, how to fix that vertical bug. its like gzdoom stretch the texture because it clamps and wont let go some vertical coordinators maybe. separate values for horizontal and vertical.

its a vertical bug. the length of the texture keeps vertical the same for me. happens horizontaly in Neohippo demo also.
So i re-upload your demo and made the same thing like Neohippo did. only mine is different, maybe i got a newer gzdoombuilder snv and a different gzdoom version. my bug does only appear vertical. the vertical edge texture line is not defining the height of the vertical scale size.
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uOFFSETTING3.wad
(5.46 KiB) Downloaded 40 times
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Graf Zahl
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Re: Scaling sidedef texture in gzdoombuilder svn r2164.

Post by Graf Zahl »

What happens here is that texture clamping and sidedef coordinate clamping don't match if UDMF scaling is used, the code was written when this feature didn't exist. It only can handle scaling in the texture object itself right now.
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NeoHippo
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Re: Scaling sidedef texture in gzdoombuilder svn r2164.

Post by NeoHippo »

Thanks for the info.
doomexpert
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Re: Scaling sidedef texture in gzdoombuilder svn r2164.

Post by doomexpert »

thanks for the info.
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Graf Zahl
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Re: Scaling sidedef texture in gzdoombuilder svn r2164.

Post by Graf Zahl »

Fixed.
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