1.35 Glitches

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Karnizero
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1.35 Glitches

Postby Karnizero » Sun 19 Dec 2010 6:28 pm


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andrewj
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Postby andrewj » Tue 21 Dec 2010 12:27 pm

I checked and found the [ALLBRIGHT] entry is never used, the effect is hard-coded (it adjusts the sector lighting value). Hence I have removed the misleading comment and have moved that entry to the "cruft" area at the end of COLMAP.DDF

The invulnerability effect causes a noticeable pause because it must load every texture/flat/sprite and apply the colormap to it. In the Video Options menu you can select SIMPLE mode instead of TEXTURED mode, and the pause will not happen.

Linedefs are scrolled by changing their offset values. But in the case of middle textures on two-sided lines, the texture does not repeat vertically and the Y offset controls the position. Hence the "scrolling" actually makes the middle texture move up/down and it quickly moves out of sight.

Fixing that would be a big pain in the butt. What I might do instead is implement a linedef flag which makes the middle texture on two-sided lines cover the whole vertical range, and in that case the scrolling would work properly. I'm pretty sure ZDoom has such a linedef flag already.

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Karnizero
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Postby Karnizero » Wed 22 Dec 2010 10:06 am


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Karnizero
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Postby Karnizero » Thu 30 Dec 2010 3:26 pm


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andrewj
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Postby andrewj » Fri 31 Dec 2010 2:36 am

I will look into those mirror issues.

The weapon issue is probably just that PNGs are slow to load, and EDGE loads them as needed (they are not precached) hence by the time the first frame has loaded the game logic has moved onto the second frame.

I don't know how to fix that, unless I precache all frames of all weapons -- hmmm actually that will probably be OK, so I'll do that.

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Karnizero
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Postby Karnizero » Fri 31 Dec 2010 6:24 pm


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Karnizero
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Postby Karnizero » Sun 02 Jan 2011 5:42 pm


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andrewj
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Postby andrewj » Mon 03 Jan 2011 12:01 pm


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Karnizero
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Postby Karnizero » Mon 03 Jan 2011 3:29 pm


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Karnizero
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Postby Karnizero » Thu 06 Jan 2011 3:12 pm

A little glitch i noticed:

when in ddflines I define a scrolling texture linedef with SCROLL_XSPEED < 35, the texture, while in game, seems to become "crazy" and scroll very fast.


I was using a 128x128 PNG texture, with transparency, and with no scaling. I was using the "custom" linedef action in a 2sided linedef.

For XSPEEDs >= 35, everything seems to work well.

The same happens when using "SCROLLING_SPEED < 35".

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Karnizero
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Postby Karnizero » Sat 15 Jan 2011 3:54 pm

I found something related with (Linedef Actions not working):

Linedef Actions calculated with TRIGCALC do not work. EDGE Console returns something like "xxxxx linedef action not defined" or something similar. (Not at my computer now).

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andrewj
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Postby andrewj » Sun 16 Jan 2011 2:36 am


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Karnizero
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Postby Karnizero » Mon 17 Jan 2011 3:58 pm


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andrewj
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Postby andrewj » Wed 19 Jan 2011 7:35 am


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Postby Karnizero » Wed 19 Jan 2011 3:54 pm



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