ZDoom / Raze

Build engine port backed by GZDoom tech. Currently supports Duke Nukem 3D, Blood, Shadow Warrior, Redneck Rampage and Powerslave/Exhumed.
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[New base] [General] Upscale packs do not scale properly #100

Closed sinisterseed closed 4 years ago

sinisterseed commented 4 years ago

This causes them to appear enormous apparently, as an user recently discovered with the Blood upscale packs: https://www.doomworld.com/forum/topic/111839-source-port-introducing-raze-thats-one-duked-up-space-marine/?do=findComment&comment=2195884

https://static.doomworld.com/monthly_2020_09/1629204739_04-OZdCorr.png.1587726cf51a1d7fb4bd96d6b9956661.png https://static.doomworld.com/monthly_2020_09/436950847_05-OZd.png.7f199abcdd6cebbbf54c68ad1bd41cb0.png

It's also causing some weird corruption, as seen on the boat in Cryptic Passage.

Phredreeke commented 4 years ago

Looks like it's only the HUD weapon sprites that appears the wrong scale.

The CP texture corruption is not a Raze issue. It's an issue with the upscale pack (it has a workaround for BloodGDX, the standard sprites only upscale pack has a separate file for CP that doesn't load the beast tiles which cause the issue)

BTW, how would one go about loading Cryotic Passage from the command line in Raze?

mjr4077au commented 4 years ago

I'll look into how it's doing the scaling but it's probably something best left for Graf.

Regarding loading Cryptic Passage from the command line, you should be able to zip it up and load it like any other zip. Ways you can load CP are:

coelckers commented 4 years ago

The last alternative would be with -file from any folder. But considering how fragile these Blood mods generally are, the Zip file method comes strongly recommended because it guarantees that the game won't inappropriately pick up its content.

Regarding the scaling, I think it comes from how the texture replacement is done. There's no point trying to fix it as the entire replacement logic needs to be moved to another level in the texture management to be transparent.

Phredreeke commented 4 years ago

I place the upscale mod in a zip file, but I can't rely on the user having Cryptic Passage in any specific configuration.

Now it was some time since I tested, but I recall I loaded cryptic.ini from the command line and it would display the plasma pack tiles instead.

coelckers commented 4 years ago

I'll have to test what it does with these tiles. I have generally used CRCs every time I had to replace something to make sure it won't override different content, like Cryptic Passage or user mods. I can understand why for such replacement mods it may be a bit much work but it surely improves stability of the whole thing.

Phredreeke commented 4 years ago

Thank you for recognising what a massive hassle adding CRCs for each upscaled tile would be.

The problem is that Cryptic Passage uses the same range of tile numbers as used by the beast. For GDX I resolved it in the ugly way of duplicating the overlapping tile numbers with their CP equivalents. Given that GDX didn't support palette emulation at the time I found that adequate. I still don't know any better way to do it. For NBlood I made a separate BAT file that used a different DEF file which excluded those tiles.

coelckers commented 4 years ago

I added a hotfix for the weapon. I won't be able to do a proper backend fix today, that takes a bit more time.

coelckers commented 4 years ago

Except for fonts this should work now. Since fonts do not use the textures of the original tiles they will need a bit of glue code to pick up the hires replacements.

duke912 commented 4 years ago

Except for fonts this should work now. Since fonts do not use the textures of the original tiles they will need a bit of glue code to pick up the hires replacements.

Just downloaded latest dev build (alpha-286) and tested upscaled pack on both Shadow Warrior and Duke 3D, all sprites works fine, except the HUD weapons which loads incorrect.

coelckers commented 4 years ago

If you want to load the hires packs you have to use the -nowidescreen option, because in many cases the widescreen sprites clash with the hires content. The Duke pack only has weapon models which are not supported yet so if you use that the weapons will still be lo-res for now.

coelckers commented 4 years ago

I think this can be closed now. If there's specific problems please open new reports for each.