GZDoom 1.08.02 - Hexen Sprites Are Too Low
Moderator: Graf Zahl
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GZDoom 1.08.02 - Hexen Sprites Are Too Low
The 'Pool of Blood' sprite does not show at all, the blood under the hanging corpse is missing, the 'sleeping corpse' is half-burried.
On another note, if you use the underscores in the MAPINFO map title, you should see silver quotes around the map title in the map view in-game.
On an even more different note, is anyone updating or maintaining Doom Builder 2? There are some Hexen issues with it.
On another note, if you use the underscores in the MAPINFO map title, you should see silver quotes around the map title in the map view in-game.
On an even more different note, is anyone updating or maintaining Doom Builder 2? There are some Hexen issues with it.
- Gez
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Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low
Try using a different sprite clipping mode.
I'm not sure I understand the silver quote thing. Is there a "vanilla" Hexen example? In any case, this is presumably an issue (or nonissue) at the ZDoom level rather than GZDoom level.
As for DB2, it is not currently being worked on; but GZDB is quite active.
I'm not sure I understand the silver quote thing. Is there a "vanilla" Hexen example? In any case, this is presumably an issue (or nonissue) at the ZDoom level rather than GZDoom level.
As for DB2, it is not currently being worked on; but GZDB is quite active.
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Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low
Using the different clipping mode worked, sort of. The pool of blood thing still does not show. How do I post an image to show the silver quote thing?
- Gez
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Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low
Vanilla Hexen:

GZDoom Hexen:

Thank you for the help!

GZDoom Hexen:

Thank you for the help!
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Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low
...and here is another bug...Look at the polyobj. When GZDoom rotates it, it doesn't do it cleanly.
Vanilla Hexen:

GZDoom:

It also seems that GZDoom does not use the gold font at all. If you use the printbold script command, it looks the same as the print command.
I would also like to see a CD Audio volume control in the options menu. If you enable CD audio, it effectively drowns out everything else.
Thanks again!
Vanilla Hexen:

GZDoom:

It also seems that GZDoom does not use the gold font at all. If you use the printbold script command, it looks the same as the print command.
I would also like to see a CD Audio volume control in the options menu. If you enable CD audio, it effectively drowns out everything else.
Thanks again!
- Graf Zahl
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Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low
I can't see anything in the two screenshots.
Please report this with a link to the map included at the ZDoom forums. Alternatively you may want to enable the "Draw polyobjects like Hexen" compatibility option.
ZDoom and child ports handle polyobjects a bit differently which can cause problems with poor setups.
Please report this with a link to the map included at the ZDoom forums. Alternatively you may want to enable the "Draw polyobjects like Hexen" compatibility option.
ZDoom and child ports handle polyobjects a bit differently which can cause problems with poor setups.
- Enjay
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Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low
Perhaps you are misunderstanding what PrintBold is supposed to do. The "bold" in this case does not mean that the message looks different, it means that it gets shown to everyone, not just the actor who activated the script (which is what Print does).ncc1853 wrote:If you use the printbold script command, it looks the same as the print command.
From the ZDoom wiki [zwiki]PrintBold[/zwiki] page:
This is exactly the same as Print, except all players will see the printed text on the screen instead of just the activator of the script. For a detailed description of the syntax, refer to Print.
- Gez
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Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low
So, the quote issue is that vanilla Hexen mistakenly maps the _ character to a " graphics. I'm afraid the ZDoom behavior will not change. You can always use a ZMAPINFO lump so that ZDoom will use different map names from the vanilla ones used in MAPINFO. I think you can use quote marks in map names if you escape them, e.g.:
map MAP01 "\"Stronghold of Worship\""
map MAP01 "\"Stronghold of Worship\""
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Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low
How do I attach a wad file to a post?
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Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low
The "Draw polyobjects like Hexen" worked. I believe that setting should be default (IMHO)
- NeuralStunner
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Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low
It's supposed to be, but in random cases it doesn't trigger.ncc1853 wrote:The "Draw polyobjects like Hexen" worked. I believe that setting should be default (IMHO)
Dean Koontz wrote:Human beings can always be relied upon to exert, with vigor, their God-given right to be stupid.
Spoiler: System Specs
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Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low
The DOOM wiki is not correct. If you use the printbold command, it is displayed in gold.

GZDoom does not...

BTW, How _DO_ I access the gold and large red font in GZDoom?

GZDoom does not...

BTW, How _DO_ I access the gold and large red font in GZDoom?
- Graf Zahl
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Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low
ncc1853 wrote:The "Draw polyobjects like Hexen" worked. I believe that setting should be default (IMHO)
No, it shouldn't. This disables one major feature of ZDoom's polyobject code, namely the ability to span multiple subsectors.
It's only a small number of maps with badly set up polyobjects that need the option - in cases where the polyobject extrudes from its subsector into another one with different floor and ceiling heights.
So far I only have seen 4 maps requiring it. 2 of those are IWAD maps that get the option automatically.
- Enjay
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Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low
Use [zwiki]SetFont[/zwiki] before your print instruction.ncc1853 wrote:BTW, How _DO_ I access the gold and large red font in GZDoom?