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- added additional hires namespaces to prevent name conflicts for hires packages #873
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Any comments? I am happy to make changes if you don't deem something appropriate. Or solve the problem a different way. Also, looks like the link didn't take. Here is the discussion regrading DHTP that I mentioned: https://forum.zdoom.org/viewtopic.php?p=805839 |
Added a commit to do the '^' == '' replacement on the new ns_hires_sprites namespace, so that Arch-Vile sprites can be hires replaced. |
I'm OK with these changes. Just gotta see what the maintainers think about this. |
Can you fix the merge conflict? Once you do, I'll merge this into QZDoom for testing. |
…es packages Since hires replaced *all* textures of the same name there could not be any name conflicts in hires texture packs. This is a problem for Doom where STEP1/STEP2 are wall texture names as well as flat names. Add additional optional directories 'hires/flats', 'hires/sprites', 'hires/graphics', and 'hires/walltextures' which specify the usetype for the texture and only replace textures of the same type. Also add 'HF_', 'HS_', 'HG_', and 'HW_' markers for wad namespacing.
Sorry I took so long to get back around to this, I just rebased on latest master and fixed the conflict. |
In case you are wondering why this isn't merged: I am not sure if this organization might cause problems with existing mods. So far I haven't found one that clashes with these directories but it cannot be ruled out. |
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This PR has merge conflicts |
Since hires replaced all textures of the same name there could not be any name
conflicts in hires texture packs . This is a problem for Doom where STEP1/STEP2 are wall texture names as well as flat names. Add additional optional directories 'hires/flats', 'hires/sprites', 'hires/graphics', and 'hires/walltextures' which specify the usetype for the texture and only replace textures of the same type.
Also add 'HF_', 'HS_', 'HG_', and 'HW_' markers for wad namespacing.
Both 'NeuralNet' and 'DHTP' hires texture packs encounter this issue. See some discussion of it in regard to DHTP here.
I believe they work around the issue by renaming the flat image files and redefining them using a TEXTURES lump. But this doesn't seem like the 'right' fix to me, just a workaround.
I tested this with both a folder structure and a test wad replacing all flats, sprites, graphics, and wall textures. It is easiest to notice in e1m1, the flat used for the pillars in the left room is one of the STEP1/STEP2 flats, and is normally overridden by the image meant for the wall texture without the change.