Gzdoom flickering textures11/28/2023 I also noticed this bug to a lesser extent in Hexen Deathkings. I noticed this initially in Extermination Day's Map-13, but it is not limited to extermination day. It doesn't SEEM like a hardware issue, but I'm far from an expert. Hi Devs, I just tried GZdoom 3.7.0 and while I am overall liking the improvements and enhanced performance, I have noticed that in some cases I see texture flickering. 5 comments 57 Upvoted This thread is archived New comments cannot be posted and votes cannot be cast Sort by: best level 1 deleted 5y Would help to know your computer specs. I loaded it's pk3 and everything worked fine exept that some (certain) textures somehow refuse to load and that i can't pick up weapons. this goes for textures and the title menu options. GzDoom certain textures not loading with a mod and can't pick up weapons So i wanted to try out that one mod called 'Prodoomer'. (Though with Ark I would have to have my fans at max to not overheat, but It's fine at 2560). The graphics flicker and flash between being visible and not. I can run both at 4k and the highest settings. Dragon Age Inquisition can take a lot of power to run. Ark for example is hugely unoptimized and kicks even the best PC's butts, (mostly due to being so unoptimized). I know the processor is apparently minumum, which I am surprised at, since it may not be the newest or flashiest, but it's a good processor and I can play other graphically intense games on the highest settings just fine. I tried searching for the issue but the only things coming up are from old Doom games, and the one from Beta about flickering that is on BethNet, but it doesn't let you get to the thread. I have tried turning my resolution down, vsync on/off, etc. I reinstalled, as well as verified twice, no files missing. It would require many hours of rework to fix every overlapping sprite placement issue in the map (it's an enormous thing) and many areas have been designed / composed specifically for a certain density and combination of sprites, so if there's a possible setting to combat this I'd want to try that first.When I start the game, it keeps flashing, goes black, then shows the screen, like twice a second. The picture does not capture the flickering effect, it just showcase a sprite placement where such occurs because of the proximity. In the old one it just simply seamlessly clips through. Yeah, moving them would indeed fix the issue, I'm mainly wondering why it became an issue from one version of GZdoom to another, given the old build handles this fine, you do get sprites passing through each other, but it doesn't blank out the sprite in front of it in the process, like in the recent version. This is objectively ludicrous, since the sprites and textures are pixel art. TEXTURES (also known under the deprecated name of HIRESTEX) is ZDooms. Display options > Texture options > Texture filter mode: None (linear mipmap) By default, GZDoom uses linear upscaling on all sprites and textures, turning them into a blurry mess. I don't know about that.) Good luck - your screenshot looks interesting :) Experiment with the various effects - teleportation, flickering lights. Move them away from each other a bit, and they should render fine (unless some recent change broke this - you mentioned that the behavior recently changed. And, you have to consider that your viewing essentially cardboard cutouts for trees, cause sprites are basically 2D billboards with no thickness. But most engines cheat a bit with this calculation for speed, so it's not always accurate. It uses the sprite's X and Y coordinates vs. The engine has to sort the sprites based on the distance from the player. ZDoom and compatible source ports provide a superset of all sector types. The trees are sprites, right? Move the small tree (the one that's incorrectly peeking through) back a bit, and/or move the big tree forward a bit. Ceiling flat - Name of the flat (texture) used on the ceiling of the sector.
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