[fixed] Drag and Drop prevents use of Hires Textures

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Deathlike2
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[fixed] Drag and Drop prevents use of Hires Textures

Post by Deathlike2 »

Title says it all.
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Graf Zahl
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Post by Graf Zahl »

No, it does not. What exactly is your problem?
Deathlike2
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Post by Deathlike2 »

Well, if you attempt to drag and drop a file (I've done it with any of the doom wads and custom wads) and drag it to gzdoom.exe, it gets loaded, but none of the hires textures get loaded.

I don't know how to explain it better than that.
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Graf Zahl
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Post by Graf Zahl »

Do you mean external hires textures from a path in the game directory?

If yes, consider it fixed.


But how can you even play the game with these? :?
Deathlike2
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Post by Deathlike2 »

Graf Zahl wrote:Do you mean external hires textures from a path in the game directory?

If yes, consider it fixed.
Yes, that's what I was going to add... I presume you use a "Textures" folder under the GZDoom directory because I read that from the changelog...
But how can you even play the game with these?
You referring to hires textures? (I think you dislike the use of models too).. I guess GZDoom does a fairly good job of improving the look of the existing textures.. but in the modern age where gamers need a "change"... that's what hires packs were for in the first place.. making old games look better, if not different.

As for models though.. it is utterly painful to shoot a 2D sprite when looking far up or far down and see a thin object become nearly invincible to most direct fire weapons.. and you end up wanting to have to use a weapon like a BFG or a rocket launcher to kill them with because they lack "depth" or "volume".
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Graf Zahl
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Post by Graf Zahl »

Deathlike2 wrote:. making old games look better, if not different.
Well, there's where I disagree - strongly in fact. ;)
All the Doom hires textures do is destroy the look and feel of the levels. They are just not faithful recreations. They change color, brightness and sometimes even the layout and all these factors combined make most levels look cheap.
As for models though.. it is utterly painful to shoot a 2D sprite when looking far up or far down and see a thin object become nearly invincible to most direct fire weapons.. and you end up wanting to have to use a weapon like a BFG or a rocket launcher to kill them with because they lack "depth" or "volume".
That's a bug in the collision code. Randy has posted a floating point fix for it but I haven't backported it to the fixed point code. I still hope he releases an up-to-date version soon.
Deathlike2
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Post by Deathlike2 »

Graf Zahl wrote:Well, there's where I disagree - strongly in fact. Wink
All the Doom hires textures do is destroy the look and feel of the levels. They are just not faithful recreations. They change color, brightness and sometimes even the layout and all these factors combined make most levels look cheap.
Well, if you look at it that way, sure. As I said before, the existing textures look pretty good in a modern port without changing them (though, I make an exception to one specific port - not ZDoom though). I don't think it would be sane to continue using a port that did not up the quality that was good 10 years ago...
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