Page 1 of 2

GZDoom 1.08.02 - Hexen Sprites Are Too Low

Posted: Thu Jul 11, 2013 16:18
by ncc1853
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.

Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low

Posted: Fri Jul 12, 2013 13:54
by Gez
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.

Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low

Posted: Fri Jul 12, 2013 16:04
by ncc1853
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?

Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low

Posted: Fri Jul 12, 2013 19:23
by Gez
To make a screenshot of vanilla behavior, run Hexen in DOSBox and read this.

To make a screenshot of how it looks in [G]ZDoom, use the Print Screen button (by default; but you can change that in Options->Customize Controls).

Then you can upload both pictures on imgur.com.

Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low

Posted: Mon Jul 15, 2013 16:05
by ncc1853
Vanilla Hexen:
Image
GZDoom Hexen:
Image
Thank you for the help!

Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low

Posted: Mon Jul 15, 2013 16:27
by ncc1853
...and here is another bug...Look at the polyobj. When GZDoom rotates it, it doesn't do it cleanly.
Vanilla Hexen:
Image
GZDoom:
Image

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!

Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low

Posted: Mon Jul 15, 2013 20:03
by Graf Zahl
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.

Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low

Posted: Tue Jul 16, 2013 0:35
by Enjay
ncc1853 wrote:If you use the printbold script command, it looks the same as the print command.
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).

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.

Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low

Posted: Tue Jul 16, 2013 10:02
by Gez
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\""

Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low

Posted: Tue Jul 16, 2013 16:27
by ncc1853
How do I attach a wad file to a post?

Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low

Posted: Tue Jul 16, 2013 16:35
by ncc1853
The "Draw polyobjects like Hexen" worked. I believe that setting should be default (IMHO)

Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low

Posted: Tue Jul 16, 2013 16:47
by NeuralStunner
ncc1853 wrote:The "Draw polyobjects like Hexen" worked. I believe that setting should be default (IMHO)
It's supposed to be, but in random cases it doesn't trigger.

Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low

Posted: Tue Jul 16, 2013 16:55
by ncc1853
The DOOM wiki is not correct. If you use the printbold command, it is displayed in gold.
Image

GZDoom does not...
Image

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

Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low

Posted: Tue Jul 16, 2013 19:34
by Graf Zahl
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.

Re: GZDoom 1.08.02 - Hexen Sprites Are Too Low

Posted: Wed Jul 17, 2013 1:16
by Enjay
ncc1853 wrote:BTW, How _DO_ I access the gold and large red font in GZDoom?
Use [zwiki]SetFont[/zwiki] before your print instruction.