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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0001464 | Zandronum | [All Projects] Suggestion | public | 2013-08-15 07:50 | 2015-07-07 09:20 | ||||||||
Reporter | Empyre | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||||||
Status | new | Resolution | open | ||||||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||||||
Product Version | 1.1.1 | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0001464: Make custom textures override hi-def textures. | ||||||||||||
Description | When I am using hi-def textures (from'http://dhtp.freelanzer.com/?page_id=17 [^]'), and I load a wad that has custom textures, I see the hi-def textures instead of the custom textures, making the maps in the wad look wrong. One example of a weird effect is in av.wad. Av.wad replaces the blue fire texture with a blue waterfall (for example, in MAP11), but when I have hi-def textures on, I see the frames of both animations, waterfall and hi-def blue fire. If you would make the custom textures in a wad override the hi-def textures, wads like av will look the way the author intended. | ||||||||||||
Steps To Reproduce | Go to'http://dhtp.freelanzer.com/?page_id=17 [^]' and get the deng version of the textures. From the pk3 file, extract the textures folder and flats folder to make new folders inside the zandronum folder. Unless you have hi-def textures disabled in the opengl options menu, you will now have hi-def textures. Now, load av.wad (easily found by wadseeker) and go to MAP11. The waterfall / blue fire texture will be visible in caves in front of where you spawn. | ||||||||||||
Attached Files | |||||||||||||
Notes | |
(0007029) President People (reporter) 2013-08-16 00:09 |
But what if (for example) there was a hi-def texture set for AV.wad? What then? |
(0007031) Empyre (reporter) 2013-08-16 06:24 edited on: 2013-08-16 06:27 |
The hi-def textures made for a specific wad (or pk3) would be in a wad (or pk3) and therefore they would override the hi-def textures in the textures and flats folders, if my suggestion is implemented. The only wads that would be overriden by the textures and flats folders would be the iwads. |
(0009322) Watermelon (developer) 2014-06-14 17:44 |
Does g/zdoom do this? |
(0012834) Empyre (reporter) 2015-07-07 09:20 |
I just checked av.wad MAP11 in GZDoom, and it does the same thing. In the bottom right corner of the console, it says G1.8.2, which I presume is the version of GZDoom I have. |
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Supporters: | No one explicitly supports this issue yet. |
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Issue History | |||
Date Modified | Username | Field | Change |
2013-08-15 07:50 | Empyre | New Issue | |
2013-08-16 00:09 | President People | Note Added: 0007029 | |
2013-08-16 06:24 | Empyre | Note Added: 0007031 | |
2013-08-16 06:27 | Empyre | Note Edited: 0007031 | View Revisions |
2014-06-14 17:44 | Watermelon | Note Added: 0009322 | |
2014-06-14 17:44 | Watermelon | Status | new => feedback |
2015-07-07 09:20 | Empyre | Note Added: 0012834 | |
2015-07-07 09:20 | Empyre | Status | feedback => new |
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