Greetings,
Not sure if this is the right place for this or not. Not even sure it's a bug. I checked through about 15 pages of resolved bugs and didn't find anything, so posting it here.
When running GZDoom, I noticed that all the textures are stretched vertically. Taking a careful screenshot to make sure the rastor lines were perfectly horizontal, I figured out that what is supposed to be 64x64 pixels is displaying as 64 wide and 77 tall.
I tried several different aspect ratios and screen sizes and the problem is still there.
I don't know if this is a GZDoom phenomenon or ZDoom itself. Unfortunately, I never used ZDoom at all before except with ZDoomGL, (which I no longer have because this program works so well,) so I can't even check this for comparison.
Anyway, I hope someone can help me figure out what I've got set wrong. Other than an "Absolution" installation, GZDoom is the only Doom program I ever use these days. Excellent in every respect I can think of with the exception of this odd display problem.
Many thanks.
XP
AMD Sempron 2800+
1GB RAM
ATI Radeon 9200 with Catalyst 4.2 (last version available for this old card)
GZDoom 1.0.29
(1.0.29) Textures being stretched in display
Moderator: Graf Zahl
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
It sounds like it could be another manifestation of this bug:
http://forum.drdteam.org/viewtopic.php?t=3024
http://forum.drdteam.org/viewtopic.php?p=26267
Try typing:
at the console and see if it fixes the problem.
If not, could you post one of your screenshots that illustrate the problem?
Oh, and I just noticed that you reported the bug for 1.0.29. The latest official version is 1.0.32 so grab that and see if the problem still exists. you could also try the even newer SVN versions available here:
https://sourceforge.net/project/showfil ... _id=254133
http://forum.drdteam.org/viewtopic.php?t=3024
http://forum.drdteam.org/viewtopic.php?p=26267
Try typing:
Code: Select all
gl_clamping_bug 1
If not, could you post one of your screenshots that illustrate the problem?
Oh, and I just noticed that you reported the bug for 1.0.29. The latest official version is 1.0.32 so grab that and see if the problem still exists. you could also try the even newer SVN versions available here:
https://sourceforge.net/project/showfil ... _id=254133
-
- Posts: 2
- Joined: Fri Feb 15, 2008 16:14
Ok, first I entered "gl_clamping_bug 1" in the console and it said "Unknown Command".
Downloaded 1.0.32 and it is the same distortion and again an unknown command. I didn't try the SVN version, figuring if I don't even know what it is I probably don't need it. (Same reason I hadn't updated to 1.0.32 before now.)
With 1.0.32, I just replaced the 5 files, overwriting what was already in my GZDoom folder, It's still using the same configuration file as before. I never used any special settings though, only adjusting controls, HUD, and gameplay stuff, (other than testing the display options I mentioned above) so everything else is probably the default settings.

Sprites and HUD don't seem to be affected that I noticed. Sorry I didn't leave any of them alive for the screenshot, but they were trying to kill me.
Yes, a really minor complaint indeed. I expect some visual distortion looking up or down since Doom was never designed for that, but with a straight on view it seems square should appear square, and I now that I noticed it, it bugs me.
Downloaded 1.0.32 and it is the same distortion and again an unknown command. I didn't try the SVN version, figuring if I don't even know what it is I probably don't need it. (Same reason I hadn't updated to 1.0.32 before now.)
With 1.0.32, I just replaced the 5 files, overwriting what was already in my GZDoom folder, It's still using the same configuration file as before. I never used any special settings though, only adjusting controls, HUD, and gameplay stuff, (other than testing the display options I mentioned above) so everything else is probably the default settings.

Sprites and HUD don't seem to be affected that I noticed. Sorry I didn't leave any of them alive for the screenshot, but they were trying to kill me.
Yes, a really minor complaint indeed. I expect some visual distortion looking up or down since Doom was never designed for that, but with a straight on view it seems square should appear square, and I now that I noticed it, it bugs me.
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
Oh right, I get what you mean now.
First off, my mistake, I thought the "gl_clamping_bug" thing was available in 1.0.32. It's not, it's only in newer versions. Regardless, that's not the issue in this case at all anyway.
The SVN versions are compiled from the code as it currently stands. 1.0.32 is an "official release" that Graf compiled and made available. The SVN versions are not "official" releases and are compiled by members of the community. The site I pointed you to are all compiled by RazTK. They are based on the code as Graf releases it. They could kind of be thought of as a "working copy" of the code as it appears between official versions. Unless you want to test out new features or play mods that use them, then there is no need to keep up with the SVN versions. That being said, r20 (the most recent one) is, from what testing I've done with it so far, good, stable and allows access to a few new features that are not in 1.0.32.
As for your actual problem. I'm not sure. It could be a result of different screen ratios. Doom was originally made for 320x200 but most modern screen ratios do not have the same relative proportions. That being said, (G)Zdoom compensates for that. I just went and looked at Zdoom and even Vanilla Doom and I have to say, the "square" blocks in that map certainly don't look very square to me in either of those versions either. Vanilla Doom was maybe a little harder to make out because of the low resolution but it certainly wasn't square.
I know that, a few months ago, I was making a model in Q2Modeller for use in GZdoom. The model was nothing more than a square with one of the marbface textures on it. I put a single wall in a map and placed my model in front of it. The wall was 128 units long and the texture is 128 units tall. However, to get the model to match the same shape and size, I had to make it 128 units wide and something like 150 (approx) units tall according to the numbers in the modelling program.
So, anyway, my advice would be to either get used to it or find a screen resolution that suits you better. I just messed around with things and, although I'm not sure that it should make much difference, a couple of the 5:4 resolutions seemed to make things a bit squarer.
First off, my mistake, I thought the "gl_clamping_bug" thing was available in 1.0.32. It's not, it's only in newer versions. Regardless, that's not the issue in this case at all anyway.
The SVN versions are compiled from the code as it currently stands. 1.0.32 is an "official release" that Graf compiled and made available. The SVN versions are not "official" releases and are compiled by members of the community. The site I pointed you to are all compiled by RazTK. They are based on the code as Graf releases it. They could kind of be thought of as a "working copy" of the code as it appears between official versions. Unless you want to test out new features or play mods that use them, then there is no need to keep up with the SVN versions. That being said, r20 (the most recent one) is, from what testing I've done with it so far, good, stable and allows access to a few new features that are not in 1.0.32.
As for your actual problem. I'm not sure. It could be a result of different screen ratios. Doom was originally made for 320x200 but most modern screen ratios do not have the same relative proportions. That being said, (G)Zdoom compensates for that. I just went and looked at Zdoom and even Vanilla Doom and I have to say, the "square" blocks in that map certainly don't look very square to me in either of those versions either. Vanilla Doom was maybe a little harder to make out because of the low resolution but it certainly wasn't square.
I know that, a few months ago, I was making a model in Q2Modeller for use in GZdoom. The model was nothing more than a square with one of the marbface textures on it. I put a single wall in a map and placed my model in front of it. The wall was 128 units long and the texture is 128 units tall. However, to get the model to match the same shape and size, I had to make it 128 units wide and something like 150 (approx) units tall according to the numbers in the modelling program.
So, anyway, my advice would be to either get used to it or find a screen resolution that suits you better. I just messed around with things and, although I'm not sure that it should make much difference, a couple of the 5:4 resolutions seemed to make things a bit squarer.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
That's precisely what happens here. This is by design and not a bug.Enjay wrote: As for your actual problem. I'm not sure. It could be a result of different screen ratios. Doom was originally made for 320x200 but most modern screen ratios do not have the same relative proportions. That being said, (G)Zdoom compensates for that. I just went and looked at Zdoom and even Vanilla Doom and I have to say, the "square" blocks in that map certainly don't look very square to me in either of those versions either. Vanilla Doom was maybe a little harder to make out because of the low resolution but it certainly wasn't square.