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Why does this screen tearing occur on non-GZDoom ports?


JackDBS

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Making a little map and I usually test in the Doom Builder with GZDoom on UV. I have to test it a bit on Woof as its Boom compatible which is required for the community project. Problem is, only Woof and PRBoom+ have this issue in the image where the screen is tearing where textures should be.

(First image is Woof)
(Second image is GZDoom)

 

I am using a custom texture set by the way (32in24-15_tex_v2.wad) and I put in a custom sky. What could be the issue here?
 

(ignore the crappy blue rocks behind the trees)

Screenshot 2023-12-22 130529.png

Screenshot 2023-12-22 130909.png

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You're making the classic mistake of not merging pnames/texturex. Zdoom does it for you. Most (if not all?) boom family ports do not, only the last lump in the load order is used. So most textures are missing from Woof/prboom/dsda perspective.

Edited by Doomy__Doom

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to make a sky wall you have to lower a ceiling with sky flat until it until it meets floor (floor and ceiling at the same height).

 

like this (the inverse C sector is the sky one):

image.png.584601de561f965eb3f13cf43a42f6ea.png

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6 minutes ago, ViolentBeetle said:

Missing textures? Trying to put flats on a wall?

I was sure I was putting the texture set in with the map file on both ports. I'm pretty sure I also didn't put any flats on walls.

 

If it helps, here's the map file with the texture set (you'll need to warp to MAP14, and the level is still unfinished so no exit)

test.zip

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1 minute ago, URROVA said:

to make a sky wall you have to lower a ceiling with sky flat until it until it meets floor (floor and ceiling at the same height).

Wasn't making any sky walls (at least for the moment) for this exact reason but it still bugged out anyway.

Edited by JackDBS

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9 minutes ago, Doomy__Doom said:

You're making the classic mistake of not merging pnames/texturex. Zdoom does it for you. Most (if not all?) boom family ports do not, only the last lump in the load order is used. So most textures are missing from Woof/prboom/dsda perspective.

sorry if i sound dumb but how do you do that?

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If all you need to do is add a custom sky on top of 32-in-24 - just copy pnames/texturex from that via slade and add your sky there.

 

Project lead will have to reassemble pnames/texturex for the final wad anyways, so I wouldn't spend time worrying about cleaning out unused textures from there and whatnot, as long as the map can be tested with 32-in-24 loaded before your wad.

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4 minutes ago, Doomy__Doom said:

If all you need to do is add a custom sky on top of 32-in-24 - just copy pnames/texturex from that via slade and add your sky there.

 

Project lead will have to reassemble pnames/texturex for the final wad anyways, so I wouldn't spend time worrying about cleaning out unused textures from there and whatnot, as long as the map can be tested with 32-in-24 loaded before your wad.

alright thanks for the help!

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