Open jekyllgrim opened 2 weeks ago
While it'd be nice to have this removed, the workaround I use is just slapping this in TEXTURES and reusing it for every actor with a model.
Sprite ASDFA0, 1, 1 { Patch TNT1A0, 0, 0 {}}
You don't need to define ASDFB0
, C0
, none of that. Only one is needed!
I'm aware of the workaround. I've explained it to a lot of people, and have actually pinned a TEXTURES file with a set of dummy sprites for this purpose in ZDoom Discord server. This isn't for me but for new users who are understandably confused by this seemingly arbitrary requirement. It's bad enough that GZDoom has zero meaningful error reporting when it comes to models; it really could do without this frankly useless limitation.
GZDoom version
No response
Which game are you running with GZDoom?
None
What Operating System are you using?
None
If Other OS, please describe
No response
Relevant hardware info
No response
Is your feature request related to a problem? Please describe.
GZDoom runs a ValidateSpriteName() check on all actors if they're placed on the map from a map editor. This check is useless when an actor has a 3D model attached. While it's easy to work around it, I really don't see why there should be a need to.
Describe the solution you'd like
Skip spawn sprite validation if a MODELDEF definition associated with the actor exists.
Describe alternatives you've considered
No response
Add any other context or screenshots about the feature request here.
No response