Alaux Posted May 3, 2022 (edited) 48 minutes ago, ChaoticReverie said: I understand some palette issues were corrected on a large number of sprites. May I ask if any of those edits involved the Baron of hell and Spider Mastermind? Based on a list that specifies the lumps changed in 2.0 Beta 1 relative to 1.9, the Baron sprites are the same, but most of the Spider Mastermind sprites have been modified. Here's the list: On 1/22/2022 at 4:14 PM, Revenant100 said: Reveal hidden contents sttnum2 sttnum5 sttnum8 sttprcnt stftl00 stftl10 stftr10 stfkill1 stftr30 stftr40 stfgod0 m_rough m_nmare chgfa0 chgfb0 manfa8a2 manfa7a3 manfa6a4 manfb8b2 manfb7b3 manfb6b4 misfa0 misfb0 misfc0 misla6a4 sht2e0 sht2i0 bfgfa0 sarga2c8 sargb4d6 sargc2a8 sargd4b6 sarge2 sarge6 sarge8 sargf1 sargf2 sargf6 sargf8 sargg3 sargg7 sargi0 trooa1 trooa2c8 troob1 troob2d8 trooc1 trooc2a8 trood2b8 trooe1 trooe2 trooe8 troof1 troof8 troog2 troog8 trool0 playu0 playv0 playw0 possf7 possf8 possh0 possn0 posso0 skulb8b2 skulc8c2 skulc6c4 skuld8d2 skuld6d4 skule8e2 skule7e3 skule6e4 heada2a8 heada3a7 heada4a6 headb2b8 headc2c8 headd2d8 headb3b7 headc3c7 headd3d7 headb4b6 headc4c6 headd4d6 heade2e8 headf2f8 heade3e7 headf3f7 heade4e6 headf4f6 headh0 paina2a8 painb2b8 painc2c8 paind2d8 paine2e8 paine3e7 painf2f8 painf3f7 paing2g8 bspia1d1 bspia2d8 bspia3d7 bspia4d6 bspia5d5 bspib1e1 bspib2e8 bspib4e6 bspib5e5 bspic1f1 bspic2f8 bspic3f7 bspic4f6 bspic5f5 bspid2a8 bspid3a7 bspid4a6 bspie2b8 bspie3b7 bspie4b6 bspif3c7 bspif4c6 bspig2g8 bspig3g7 bspig4g6 bspih1 bspih2h8 bspih3h7 bspih4h6 bspii6 bspii7 bspil0 skela5d5 skela6d4 skela8d2 skelb3e7 skelb4e6 skelb8e2 skelc1f1 skelc2f8 skelc3f7 skelc4f6 skelc6f4 skelc7f3 skelc8f2 skeli6 skeli7 fatta1 fattc3f7 fattc4f6 fattd1 fatth2h8 fatth3h7 fatth4h6 fatti4i6 fattj4 fattj6 sswvn0 cybra3 cybra6 cybrb2 cybrg1 cybrg3 cybrh0 cybri0 cybrj0 cybrk0 cybrm0 cybrn0 cybro0 cybrp0 spida1d1 spida2d8 spida3d7 spida4d6 spida5d5 spidb1e1 spidb2e8 spidb3e7 spidb4e6 spidb5e5 spidc1f1 spidc2f8 spidc3f7 spidc4f6 spidc5f5 spidd2a8 spidd3a7 spidd4a6 spide2b8 spide3b7 spide4b6 spidf2c8 spidf3c7 spidf4c6 spidg2g8 spidg3g7 spidg4g6 spidg5 spidh2h8 spidh3h7 spidh4h6 spidh5 spidn0 spido0 spidp0 spidq0 pol5a0 bexpe0 bon1a0 bon1b0 pol6a0 gor1a0 gor1b0 gor1c0 gor2a0 gor3a0 gor4a0 gor5a0 smrtc0 hdb1a0 hdb2a0 hdb3a0 hdb4a0 hdb5a0 hdb6a0 Note this includes everything updated for the v2.0 Beta 1 release, not just the sprites that received the duplicate color palette fix. EDIT: Posted before seeing your edit... oh well. Edited May 3, 2022 by Alaux 0 Quote Share this post Link to post
The Almighty Egg Posted May 5, 2022 How is progress going on the Hexen project? 0 Quote Share this post Link to post
Revenant100 Posted May 6, 2022 9 hours ago, Eggman07 said: How is progress going on the Hexen project? There hasn't been any as of yet. There's a pass on Doom's text graphics to be done first. 0 Quote Share this post Link to post
The Almighty Egg Posted May 8, 2022 Also, did you ever check the doom title screen for any discrepancies or anything useful. 0 Quote Share this post Link to post
Revenant100 Posted May 9, 2022 (edited) The TITLEPIC is another graphic that cannot be changed due to unavoidable IWAD conflicts. Again, this applies more to Doom 2 rather than Doom 1 (the TITLEPIC lump name being shared with Plutonia's and Evilution's TITLEPICs), but it's still not worth the potential future conflict to alter it. As for looking over it, the Cacodemon in the corner does have an erroneous transparent pixel at the corner of his mouth which is hard to spot because the red sky background blends in, but this was already identified and fixed for the normal sprite. It is worth noting that the Doom 1 TITLEPIC was updated in the shareware version after the initial 1.0 release (changed from this to this), and this update did some small touch ups to the art. Of relevance to the sprite fixes is that a few pixels on the Cacodemon's nose were tweaked. While I considered carrying this over to the main sprite since it was a new and deliberate adjustment, this art update was ultimately done in complete isolation from the rest of the sprites just for the TITLEPIC, hence they weren't necessarily thinking about how it'd look in-game as well. Edited May 9, 2022 by Revenant100 2 Quote Share this post Link to post
maxmanium Posted May 16, 2022 I found a disappearing pixel (highlighted in cyan here) in frames M and N of the player sprite. Maybe the other way around, but not sure. Frame L on top for reference. Spoiler 2 Quote Share this post Link to post
NightFright Posted May 19, 2022 (edited) I dunno if it qualifies for this project, but CELL has two green pixels at the bottom which will light up in ports like Crispy or Woof when you activate brightmaps. Replacing these with one of the surrounding colors would improve the result. I have marked the pixels in question with yellow in the screenshots below. Fix suggestion also attached. Edited May 19, 2022 by NightFright 1 Quote Share this post Link to post
Revenant100 Posted May 20, 2022 (edited) On 5/16/2022 at 1:08 AM, maxmanium said: I found a disappearing pixel (highlighted in cyan here) in frames M and N of the player sprite. Maybe the other way around, but not sure. Frame L on top for reference. Reveal hidden contents The nice thing about this particular inconsistency is that we have two reference points to examine when it comes to determining how to address it. We have the final sprites (top row), the press release beta sprites (middle), and an alternate decapitation death from Romero's sprite sheets (bottom). It looks like Doomguy's right shoulder was redrawn between the press release beta and the final game to match the size of his left shoulder. As for whether the pixel in question is disappearing or shouldn't be there to begin with, the answer lies in the decapitation frames which reveal more of the shoulders behind the head: the shoulder should create a straight contour on the upper edge. Hence, the pixel in the final sprite is incorrectly disappearing in the last two frames. I'll mark this as a new fix. On 5/19/2022 at 2:47 AM, NightFright said: I dunno if it qualifies for this project, but CELL has two green pixels at the bottom which will light up in ports like Crispy or Woof when you activate brightmaps. Replacing these with one of the surrounding colors would improve the result. Since this is a visual discrepancy created solely by the Crispy and Woof! ports, it doesn't warrant a fix in the sprite itself. Furthermore, the energy cell ammo appears to be made of metal, and this exact dark green in the color palette is used in other metal textures in the game (see the WALL47 family and WALL03_7 patches). Ergo, its presence in the energy cell sprite is intentional by the artists to depict this type of metal material. The two aforementioned source ports are making an incorrect assumption that this portion of the palette's green range can safely be made fullbright to create brightmaps. Edited May 20, 2022 by Revenant100 12 Quote Share this post Link to post
Cire Posted May 24, 2022 Did you ever make any progress on a Hexen sprite fixing project? 0 Quote Share this post Link to post
Revenant100 Posted May 25, 2022 As mentioned above, there won't be any major developments on Hexen until the remaining Doom tasks are taken care of as the latter has always been the priority. 1 Quote Share this post Link to post
maxmanium Posted June 1, 2022 I noticed in frames B, C, and D of the KEEN sprites, the entire rope seems to shift a pixel to the right while it's snapping. I'd suggest moving all rope pixels one pixel to the left so that the anchor point to the ceiling doesn't suddenly shift around. Also, the rope itself doesn't connect to the ceiling until the Keen is killed, upon which it shifts too far upward into the ceiling. I'm not sure if anything can be done about this without DEHACKED work tho. 0 Quote Share this post Link to post
Revenant100 Posted June 2, 2022 6 hours ago, maxmanium said: I noticed in frames B, C, and D of the KEEN sprites, the entire rope seems to shift a pixel to the right while it's snapping. I'd suggest moving all rope pixels one pixel to the left so that the anchor point to the ceiling doesn't suddenly shift around. Although it appears to disregard the anchor point, Keen's head remains perfectly aligned in all of his death frames, hence this looks to be a deliberate art decision to reflect the violent snapping of the rope. Nonetheless, the actual technical position of the anchor point is not reflected in the sprite due to the below issue. 6 hours ago, maxmanium said: Also, the rope itself doesn't connect to the ceiling until the Keen is killed, upon which it shifts too far upward into the ceiling. I'm not sure if anything can be done about this without DEHACKED work tho. That's correct. I've never touched Keen's rope not properly touching the ceiling because its implementation is flawed on two fronts. The first error is art-based in that the rope is simply just a few pixels too short to visually connect to the ceiling, and that's trivial enough to address as has been done for other hanging decorations. However, in the object's sole official use in Doom 2's MAP32, a second error becomes evident. The Keen actor is defined to be 72 units tall, but the space in which the actors have been placed is only 64 units tall. This actor, and consequently the sprite, is pushed down down 8 units, technically clipping into the floor but nonetheless still leaving the ceiling gap above the rope. When a Keen dies, it becomes non-solid and "falls" to the floor which, in this case, actually pushes the actor up 8 units. Visually, this makes rope part of the sprite clip into the ceiling. Thus, there's no way I can adjust the sprite to connect the rope to the ceiling since it's inconsistent between its living and dead states. All of that is a moot point though because, in most every other non-standard use of the Keen actor in custom maps which usually lets in hang in a sector at least 72 units tall, the entire Keen will fall to the ground on death. Hence, he fully disconnects from the ceiling regardless, leaving the rope floating no matter what's done with the art. There's no proper "fix" than can account for all of this. All these technical concerns combined with the fact that Keen is only an Easter egg actor who appears even less than the Wolfenstein SS means no action will be taken here. There's no satisfactory way to go about it, but that's hardly a loss since Keen is never seen outside of deliberate joke WADs, so well enough is being left alone. 5 Quote Share this post Link to post
Bytefyre Posted June 16, 2022 Hello! I saw something rather strange when I was watching back a Jenesis demo that was viddumped with the Minor Sprite Fix WAD included in the autoload in DSDA-Doom 0.24.3. The SSG definitely doesn't have the brown pixel that would have been present without the Minor Sprite Fix WAD; however, it would appear that the firing frame glitch is somehow still present: I'm including a link to the demo video here: https://youtu.be/9oiYVC7-tx8?t=987. Jenesis doesn't have any overrides for the SSG frames, so I'm wondering if this is a known issue? 0 Quote Share this post Link to post
Alaux Posted June 16, 2022 2 minutes ago, Bytefyre said: It would appear that the firing frame glitch is somehow still present That glitch is not related to the sprites themselves, it is caused by the SSG's states. I think a DeHackEd patch to fix it is included with the sprite fix WAD, but not in it. It's a separate file. 1 Quote Share this post Link to post
Bytefyre Posted June 16, 2022 1 minute ago, Alaux said: That glitch is not related to the sprites themselves, it is caused by the SSG's states. I think a DeHackEd patch to fix it is included with the sprite fix WAD, but not in it. It's a separate file. Interesting...the text file in the ZIP says the DEH files are supposed to apply to the DOS executables, but I guess that really means they're supposed to be at the engine level? 0 Quote Share this post Link to post
Revenant100 Posted June 16, 2022 (edited) 1 hour ago, Bytefyre said: Hello! I saw something rather strange when I was watching back a Jenesis demo that was viddumped with the Minor Sprite Fix WAD included in the autoload in DSDA-Doom 0.24.3. The SSG definitely doesn't have the brown pixel that would have been present without the Minor Sprite Fix WAD; however, it would appear that the firing frame glitch is somehow still present The SSG muzzle flash lingering too long isn't part of the sprite fixes but rather a DeHackEd fix, and the DeHackEd Fixes are separate from the sprite fix WADs both for compatibility reasons with the original DOS executable and to remain optional. The loose DEH files that comprise these fixes are included in the Minor Sprite Fixing Project package for convenience, but because they're separate, the pertinent DEH file must be manually loaded if you want the DeHackEd fixes to take effect along side the sprite fixes. If you're using the autoload folder feature of PrBoom+ or dsda-doom, you can just put the DEH files in the appropriate folders, like so: Edited June 16, 2022 by Revenant100 3 Quote Share this post Link to post
Bytefyre Posted June 16, 2022 Just now, Revenant100 said: The SSG muzzle flash lingering too long isn't part of the sprite fixes but rather a DeHackEd fix, and the DeHackEd Fixes are separate from the sprite fixes both for compatibility reasons with the original DOS executable and to remain optional. The loose DEH files that comprise these fixes are included in the Minor Sprite Fixing Project package for convenience, but because they're separate, the pertinent DEH file must be manually loaded if you want the DeHackEd fixes to take effect along side the sprite fixes. If you're using the autoload folder feature of PrBoom+ or dsda-doom, you can just put the DEH file in the appropriate folder, like so: Ahhh...I understand now. Thanks for the clarification and explanation! 0 Quote Share this post Link to post
Quill Posted June 19, 2022 (edited) Didn't want to bump the DEH fixes, but the non-colliding version of one-legged hanging body (DEH index 109) has the dimensions of the hanging leg (DEH index 106), thus making it look like it's clipping into the ceiling. Is it possible for it to have the dimensions of its colliding counterpart? (DEH index 104) Or would it break demo compatibility? Edited June 19, 2022 by dotQLL 1 Quote Share this post Link to post
Revenant100 Posted June 19, 2022 (edited) 5 hours ago, dotQLL said: Is it possible for it to have the dimensions of its colliding counterpart? (DEH index 104) Or would it break demo compatibility? I've considered making this fix before, and changing the height of an object that is non-solid and therefore cannot be interacted with by any means should, in theory, be demo sync safe. The concern is that there might be some edge case out there in which this change would cause some issue, and that's not necessarily just breaking demo compatibility (although that'd be a consequence as well). Maybe a source port changes the handling of the hanging corpse decorations which leads to a conflict, and some ports do already indeed fix this hanging corpse in their own way. A more likely case is that some mod, whether it be a simple DeHackEd patch or advanced GZDoom scripting, changes something (perhaps not directly related to the hanging corpses) which leads to unintended behavior because this one particular object's height was changed. In practice, though, I've yet to come across any of these potential scenarios over the past several years since I initially made the DeHackEd fixes, so maybe this one-legged corpse height could safely be fixed. I'll consider including it for the 2.0 release, but I'll still be practicing due diligence in the mean time and keep a close eye out for any such potential conflicts. Edited June 19, 2022 by Revenant100 3 Quote Share this post Link to post
maxmanium Posted June 19, 2022 It looks like GZDoom already fixes this, although it does change the radius to 20. 0 Quote Share this post Link to post
Revenant100 Posted June 19, 2022 38 minutes ago, maxmanium said: It looks like GZDoom already fixes this, although it does change the radius to 20. The non-solid "MEAT3" also has a radius of 20 in the original code even though this technically does nothing because of its non-solid state: https://github.com/id-Software/DOOM/blob/master/linuxdoom-1.10/info.c#L3916 In other words, GZDoom correctly fixes the non-solid MEAT3 by inheriting the solid MEAT3's attributes and only removing its SOLID flag and changing its radius to 20, making it accurate to the vanilla actor but with the height fix. 1 Quote Share this post Link to post
Doomkid Posted June 20, 2022 On 5/21/2022 at 8:06 AM, Revenant100 said: The nice thing about this particular inconsistency is that we have two reference points to examine when it comes to determining how to address it. We have the final sprites (top row), the press release beta sprites (middle), and an alternate decapitation death from Romero's sprite sheets (bottom). It looks like Doomguy's right shoulder was redrawn between the press release beta and the final game to match the size of his left shoulder. As for whether the pixel in question is disappearing or shouldn't be there to begin with, the answer lies in the decapitation frames which reveal more of the shoulders behind the head: the shoulder should create a straight contour on the upper edge. Hence, the pixel in the final sprite is incorrectly disappearing in the last two frames. I always liked how the missing pixel served to make his shoulder pads look nice and round. I'll never forgive you for this change. (I also wanted to mention that Zandronum, even in software mode, adjusts the visual position of the one-legged hanging body. It's not due to any "smart sprite clipping" OGL features, but it's probably done just the same way GZDoom does it.) 3 Quote Share this post Link to post
maxmanium Posted June 24, 2022 (edited) I noticed that the Baron and the Hell Knight have different offsets for some sprites — mostly, I noticed the front facing frames for the Baron’s walking animation (A1, B1, C1, and D1) aren’t mirrored and padded like they are for the HK, and the X-offsets are also different. Is there a reason for this or am I missing something? Shouldn’t they be the same since they’re just palette swaps of one another? Sorry, I misremembered -- they do have the same offsets, though the mirroring on the Hell Knight causes frames C1, C5, D1, and D5 to have a different x-offset than those of the Baron. Or maybe the Baron needs to have its sprites mirrored similarly. I'm not sure which. Edited June 24, 2022 by maxmanium 0 Quote Share this post Link to post
Revenant100 Posted July 10, 2022 (edited) On 6/24/2022 at 12:04 AM, maxmanium said: the mirroring on the Hell Knight causes frames C1, C5, D1, and D5 to have a different x-offset than those of the Baron. Or maybe the Baron needs to have its sprites mirrored similarly. I'm not sure which. Yes, I'm aware of this, and this dives deep into the rabbit hole of sprite mirroring and the intentions behind it from the perspectives of the artists and the code (of which there's actually none from the latter in the original executables, hence the sprite padding fix). I've scrutinized the matter again for all relevant sprites, and, without delving into the convoluted series of steps involved, the end result is that 8 frames were shifted exactly 1 pixel on the x-axis and another 4 frames shifted 2 pixels. This is summed up with these two new bullet points in the changelog: Demon [2.0] Further refined sprite offsets during front and rear-facing walking frames. Now perfectly centered and consistent with general sprite mirroring logic. Baron of Hell [2.0] Further refined sprite offsets during front and rear-facing walking frames. Now consistent with Hell Knight's offsets and general sprite mirroring logic. Edited July 10, 2022 by Revenant100 5 Quote Share this post Link to post
Revenant100 Posted July 17, 2022 (edited) Hola, everyone! Believe it or not, it's been six months since the release of Beta 1 of v2.0 of the sprite fixes. The 10th anniversary of the project that will mark the proper v2.0 release is approaching fast, but until then, I figured it's time for the next beta. This Beta 2 release incorporates a handful of new fixes that have cropped up since last time, but the big addition now is bringing all previously released compatibility patches for select PWADs up to date! As before, nothing is being held back in this beta. This reflects what will constitute the forthcoming proper v2.0 release assuming no further updates are made. The v2.0 Beta 2 release (7/17/22) of the Minor Sprite Fixing Project may be downloaded in the main post or here: (Outdated, see original post) Trimmed summary of the v2.0 Beta 1 and Beta 2 (highlighted) changes: Spoiler General - [2.0 Beta 1] Restored inadvertently remapped duplicate palette colors in affected sprites. Fixes visual inconsistencies when using very particular custom color palettes. Zombieman - [2.0 Beta 1] Replaced few instances of color palette index 255 to more standard color for consistency. Imp - [2.0 Beta 1] Added missing knee spikes in 1 death frame. Demon - [2.0 Beta 1] Fixed gray pixels in teeth in 13 frames. Teeth now have correct consistency with the alpha-to-retail color palette translation. - [2.0 Beta 2] Further refined sprite offsets during front and rear-facing walking frames. Now perfectly centered and consistent with general sprite mirroring logic. Cacodemon - [2.0 Beta 1] Removed 3 erroneous brown pixels in death frame. Baron of Hell - [2.0 Beta 2] Further refined sprite offsets during front and rear-facing walking frames. Now consistent with Hell Knight's offsets and general sprite mirroring logic. Revenant - [2.0 Beta 1] Restored missile launcher's missing column of pixels in 1 punching frame. Mancubus - [2.0 Beta 1] Further refined sprite offsets during walking frames. Player - [2.0 Beta 2] Fixed miscolored pixel between legs in 1 walking frame. - [2.0 Beta 2] Fixed disappearing pixel in 2 death frames. Other Things - [2.0 Beta 1] Fixed brown pixels and pink pixel in Nightmare! difficulty text. By JCST. - [2.0 Beta 1] Status Bar Face: Adjusted sprite offsets during left and right looking pain frames. - [2.0 Beta 1] Status Bar Face: Added missing bloody nose in 3 frames. - [2.0 Beta 2] Fixed font inconsistencies in several menu graphics. DeHackEd (part of the separate Minor DeHackEd Fixes) - [2.0 Beta 2] Fixed non-solid one-legged hanging corpse object clipping into ceiling. There aren't any major visual changes to preview for Beta 2, so I'll copy the previous images from the Beta 1 release in the following spoiler: Spoiler The biggest new fix of Beta 1 was the painstaking complete restoration of the duplicate palette colors in about 200 sprites. This was not actually a Doom problem, mind you. This was a problem that was inadvertently introduced by previous versions of this sprite fix WAD. However, you've likely never noticed the issue before as roughly 99.99% of all released WADs in existence would never exhibit this problem. Nonetheless, an extremely small subset of WADs that implemented custom color palettes in a very particular manner did reveal this error, but the error is no more and visual compatibility is assured! Here are some examples of the fix in action: And for funsies, example of the Imp knee spike fix: Edited November 28, 2022 by Revenant100 16 Quote Share this post Link to post
maxmanium Posted July 17, 2022 (edited) EDIT: Disregard. Edited July 17, 2022 by maxmanium 0 Quote Share this post Link to post
Revenant100 Posted July 17, 2022 (edited) 36 minutes ago, maxmanium said: I'd suggest that you rename + mirror the Baron of Hell's walking sprites in the same manner as the Hell Knight's in order to reduce file size and number of lumps (bonus for consistency). Could be done for the Demon as well. I'm afraid this won't be done as one aim of this project has been to remain as compatible and minimally intrusive as possible for convenience and ease of use in any scenario it can be run in. Being a vanilla-compatible WAD (as close to the bare metal as possible, so to speak) that has a broad range of appeal from players running the original DOS executable all the way to players running modern source ports with all the bells and whistles enabled, this means simply keeping some things as they are. In the case of the non-mirrored sprites you've mentioned, mirroring them now would offer no visual change whatsoever (as expected), and the tangible size/lump count difference would be negligible. On the other hand, where this change would cause conflict is anything strictly dependent on the original lump names. The current manifestation of this problem is GZDoom mods involving brightmaps, but that's not to say some new cases couldn't arise in the future. While such mods could always be updated themselves, and the nature of this project means some particular types of mods will need unique versions to accommodate the sprite fixes regardless, I ultimately strive to avoid needless conflicts where feasible, especially when there's next to no tangible benefit and genuinely no visual difference. In this case, the non-mirorred sprites are the status quo and have been so since the original IWADs, so well enough is once again being be left alone. Edit: However, scrutinizing the Baron's and Hell Knight's sprites again, I am seeing a discrepancy in the padding in six sprites. I'll investigate this further, but it looks like this'll be a new fix for v2.0. Edited July 17, 2022 by Revenant100 1 Quote Share this post Link to post
maxmanium Posted July 21, 2022 Sorry for the frequent bumping, but I also noticed that the Ancient Aliens fixes don't incorporate sprite padding for the new monster sprites, so they aren't mirrored properly. 0 Quote Share this post Link to post
Revenant100 Posted July 21, 2022 14 hours ago, maxmanium said: Sorry for the frequent bumping, but I also noticed that the Ancient Aliens fixes don't incorporate sprite padding for the new monster sprites, so they aren't mirrored properly. Since Ancient Aliens is a Boom-compatible WAD, this threshold automatically excludes a majority of the engines that don't already support proper sprite mirroring logic at the code level. I think the only actively developed modern source port today that can run Ancient Aliens but lacks proper sprite mirroring is Odamex, and I don't see a reason why the port shouldn't add this at some point in the future. While adding sprite padding to the new monsters in the AA compatibility patch now would be trivial, padding was always meant to be solely a vanilla executable fix. Any modern source port beyond that could (and really should) fix the issue engine-side as the padding itself is intrusive to things like the aforementioned GZDoom brightmaps, and AA does even specifically target such ZDoom-family ports with some exclusive features. Although the PWAD compatibility patches don't operate as strictly as the main sprite fix WADs, I believe the minimal gain from this fix doesn't outweigh the needless and ultimately avoidable drawbacks it would entail. 2 Quote Share this post Link to post
L0l1nd3r Posted August 2, 2022 The Auger Zenith Shotgun and SSG sprite offsets are off by 3 to 4 pixels from the Doom 2 Minor Sprite Fixing Project, so the blast overlay appears slightly to the left of the muzzle. I made this to realign the Shotgun and SSG to the sprite fix sprites. File: DBP37_AUGZEN_SG_SSG_Fix.zip 0 Quote Share this post Link to post
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