bradharding / doomretro

The classic, refined DOOM source port. For Windows PC.
https://www.doomretro.com
GNU General Public License v3.0
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Blood spawned under actors reducing compatibility #331

Closed VGkav closed 7 years ago

VGkav commented 8 years ago

I encounter problems now and then because DR assumes that everything is unmodded. Latest examples are (top wad of 1999) "Batman Doom" DEHACKED-replaced things having blood splats around them when it is not fitting. https://www.doomworld.com/idgames/themes/batman/batman

Also, non-DEHACKED projects like in the megawad Revolution! in the starting area of MAP18, it is using a sprite replacement for the hanging twitching body to shoddily emulate rain, so DR spawns blood splats on the ground https://www.doomworld.com/idgames/levels/doom2/megawads/tvr

I am not sure what an elegant solution might be, maybe DR should not spawn blood if the thing's first frame gfx is replaced and not the IWAD one? In other words, if the first spawn frame is using a graphic that has a different name than the original or has the same name but is loaded from a wad and not the IWAD.

VGkav commented 7 years ago

In HacX there are all sorts of DEH-replaced things that have blood spawned around them, for example the lamps at the start of MAP02, the boat at the end of MAP02, the stalagtites at the start of MAP03

bradharding commented 7 years ago

Finally got there! :grinning: Fixed in commit 6ccc25057c5ca38abb98d2ab1f17dc7488fd7eec.