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Y offsets on Masked Midtextures


hawkwind

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zdoom\gzdoom has the compatibility option "ignore Y offsets on masked midtextures".

One example that this fixes is in Caverns of Darkness, map 07, line 5102.

Ther are some other examples in the Doom megawad Eternall as well.

Eternity could use this feature.

While on the subject of Eternal, the texture on line 5922 map 28 cannot be shot through.

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hawkwind said:

Ther are some other examples in the Doom megawad Eternall as well.



Can you name the maps?
I'd like to set the option in ZDoom's compatibility.txt file but need to know where it is needed.

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Are you sure this is the only occurence?
The one in CoD mentioned above was not known to be until today either.

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Is this some PrBoom+ new feature not originally in Boom? And how did CoD have it considering it was for a custom version of old EE? Did the authors add this feature as well?

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printz said:

Is this some PrBoom+ new feature not originally in Boom? And how did CoD have it considering it was for a custom version of old EE? Did the authors add this feature as well?

No, it's a vanilla Doom renderer oddity that's fixed in modern versions of ZDoom and EE.

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printz said:

Is this some PrBoom+ new feature not originally in Boom? And how did CoD have it considering it was for a custom version of old EE? Did the authors add this feature as well?

Gez said:

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Graf Zahl said:

Can you name the maps?
I'd like to set the option in ZDoom's compatibility.txt file but need to know where it is needed.


This should be the list ...

map 25 line 2236 UNLOCK and line 3419 ONCEONLY
map 26 line 2698 OPEN30
map 27 line 3391 JUMP
map 28 line 6036 SAVED
map 31 line 4641 THEEND and line 4446 NOTENNIS

EDIT ... there may be others. The textures BSIGN4, COMPHINT, EPARK2, ETEMPLE and PILLEXP have large Y offsets. Many others have offsets of 4 and 8.

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