Posted: Sat Feb 17, 2018 5:33 pm Post subject: [Render] Old vanilla doom quirk - patch submit
I'd like to submit a self-made patch we compiled with noncom based on the 1.06 source purely made for zdaemon. This has been patched among many other ports and its for a good reason.
What it is:
All it changes is a really few lines in r_things.cpp that are responsible for "sprite mirroring" (or flipping if you wish).
The sprite mirroring was implemented in doom's IdTech1 engine because of memory limitations back then. to save a resources and reduce size ...
And what it does it mirrors the sprite.
What's wrong with it:
In doom, every sprite contains also X and Y offsets.
During mirroring, sprites are mirrored but the offsets are incorrectly flipped to the other side of the center. (They are actually lost)
This si mostly visible with big sprites, its not much noticable with smaller sprites as the different is just a few pixels.
None! This will never break any!
You see, there is a project that aims to fix those doom quirks, beign created by a guy Revenant100 known as Minor Sprite Fixing Project..
Among many other flaws it contains a work-around for those padding issues.
It acomplishes this by manually modifying all doom sprites giving them extra transparent space.
...As you can tell from the picture. Even if the bug occurs or not, and the offsets are lost the sprite will always be correctly mirrored.
And that's because the sprite itself is modified manually to have same dimensions on both sides.
This old quirk can be harmlesly fixed to improve overall visual feeling. (And keep monster sprites in their hitboxes ). Not everybody wants to load a custom PWAD for patching sprites.
I've spend myself few hours trying to animate some new actors and kept wondering why the offsets keep beign so crazy, so from point of mods is also a great thing so one does not have to keep this bug in mind.
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