ANIMDEFS not using all frames

Bugs that have been resolved.

Moderator: Graf Zahl

saegiru
Posts: 9
Joined: Thu Jul 03, 2014 18:18

ANIMDEFS not using all frames

Post by saegiru »

Hi, I have a HUD that uses an image to display behind the mugshot that simulates a flickering display, and also images that oscillate for flashing health warnings. I just noticed that the animation isn't working from my definition in ANIMDEFS for certain parts of it, but is still working for others. It seems like there is something broken in the 2.x builds, because everything works correctly in 1.8. Here is some sample code:

Working:

Code: Select all

texture healfu01
  range healfu15 tics 2

texture healwr01
  range healwr15 tics 2
Not working:

Code: Select all

texture RedHel01
  range RedHel13 tics .45 Oscillate

texture OraHel01
  range Orahel13 tics .45 Oscillate

texture MUGBCK01
  range MUGBCK13 rand 1 75

texture STATIC01
  range STATIC13 rand 1 25

All the non-working ones seem to only be displaying the first and last images of the range. Again, this is only happening in the 2.x builds - and not 1.8. Does anyone have any ideas if this is known, and if not... is it fixable?

Thanks!
saegiru
Posts: 9
Joined: Thu Jul 03, 2014 18:18

Re: ANIMDEFS not using all frames

Post by saegiru »

For reference, here is my WIP of the mod. It's in the BASE pk3 included.

https://mega.nz/#!wNkUTJ4b!AR0ueaEiGyiN ... ilOJ2k3fbA
saegiru
Posts: 9
Joined: Thu Jul 03, 2014 18:18

Re: ANIMDEFS not using all frames

Post by saegiru »

So the issue wasn't with the version apparently - because it started doing it on 1.8 as well. Apparently it happens when you enable High quality resize mode. If it's set to anything but off, it causes the issue. On the 1.8 version I had tested, I hadn't set that option when I made this post, but then turned it on and found this out. Still not quite sure why it is only happening to certain things in the ANIMDEFS though. For now my fix is to disable High quality resize... but I would like to be able to and still have the full ANIMDEFS work.
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Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany

Re: ANIMDEFS not using all frames

Post by Graf Zahl »

Fixed.

The reason here is that the HQnX MMX algorithm destroys the alpha channel, and the code to prevent this from happening failed to detect it due to some incomplete refactoring.

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