This is objectively ludicrous, since the sprites and textures are pixel art. You must load the directory just like any other mod, that's the only way this works. Display options > Texture options > Texture filter mode: None (linear mipmap) By default, GZDoom uses linear upscaling on all sprites and textures, turning them into a blurry mess. Whatever you had before was either some weird bug or you configured some method to automatically load the directory that you've entirely forgotten about. Anything specific that could cause this (I'm using a NVIDIA GeForce GTX 1060, and as mentioned, the old version runs identical on this system as it did on my old one. Look, gzdoom has no method to automatically load directories, that's not a thing. Runs with no issues on the old GZDoom build however, but with the new one even slight sprite overlapping causes flickering and odd clipping. You seem to using the word mount a lot but it doesn't really have any meaning here. New issue Feature Skewed wall textures 1650 Open UnizoneDev opened this issue on 7 comments Contributor UnizoneDev commented on added the enhancement label on Sign up for free to join this conversation on GitHub. I'm sorry but I don't understand anything you just said. In the latest version of the port, serious changes have occurred, the Vulcan engine has appeared. If the LUMP is standard, for example: TEXTURES, FLATS, SOUNDS, then they do not need to be mounted to the port, and if, for example: MUSIC, SPRITES, then the port does not understand such and they need to be mounted via -file. I understand that this is related to Lumps, in the GZDoom port. But I myself accidentally uploaded textures to the TEXTURES folder and they immediately started working. It would require many hours of rework to fix every overlapping sprite placement issue in the map (it's an enormous thing) and many areas have been designed / composed specifically for a certain density and combination of sprites, so if there's a possible setting to combat this I'd want to try that first.Yes, I know all this. The picture does not capture the flickering effect, it just showcase a sprite placement where such occurs because of the proximity. In the old one it just simply seamlessly clips through. Yeah, moving them would indeed fix the issue, I'm mainly wondering why it became an issue from one version of GZdoom to another, given the old build handles this fine, you do get sprites passing through each other, but it doesn't blank out the sprite in front of it in the process, like in the recent version. I don't know about that.) Good luck - your screenshot looks interesting :) Move them away from each other a bit, and they should render fine (unless some recent change broke this - you mentioned that the behavior recently changed. It also gives you options like full-screen and such. Includes generic squares as well as placeholders for common door and panel sizes. ![]() Count: 260 total (26 textures per color) Palette: None Format: PNG Format Anims/Switches: N/A Description: Textures meant for brainstorming your level. And, you have to consider that your viewing essentially cardboard cutouts for trees, cause sprites are basically 2D billboards with no thickness. GZdoom changes how the game works, replacing the old and inundated DosBox engine to a new and modern look to DOOM, giving more control over DOOM guy and letting you move your mouse anywhere you want, like a Modern FPS game, this also gives controls over settings, the quality, the music, etc. Default Textures for GZDoom Builder was created by blackfish Information: Source: Scratch via Photoshop. But most engines cheat a bit with this calculation for speed, so it's not always accurate. It uses the sprite's X and Y coordinates vs. The engine has to sort the sprites based on the distance from the player. The trees are sprites, right? Move the small tree (the one that's incorrectly peeking through) back a bit, and/or move the big tree forward a bit.
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