Bug #1929
Sprite priority handling
0%
Description
If presented with multiple sprite lumps that cover the same frame, Dday appears to prioritize them differently to Chocolate Doom.
1.POSSA0
2.POSSA2A8
3.POSSA2+POSSA8
Dday appears to prioritize in the order of 1,2,3. But Chocolate Doom appears to prioritize in the order of 3,2,1. This actually means Dday can end up using both A0 and A2A8/A2+A8 at the same time.
I admit that I haven't tested this one against Vanilla Doom, but I have read that Vanilla Doom should match Chocolate Doom in this regard (and it would be a mistake in Chocolate Doom if it didn't match Vanilla with this).
History
#1 Updated by vermil almost 10 years ago
Probably better to replace POSSA2A8 and POSSA2+A8 with POSSA1B1 and POSSA1+B1 respectively, in the above example.
#2 Updated by skyjake almost 10 years ago
- Tags set to Resources, Sprites
- Category set to Vanilla emulation
#3 Updated by danij over 9 years ago
Evidently this is also sensitive to the load order. In the above example, if one provides an additional POSSA0 lump after the supplementary sprites for the other rotations - vanilla will ignore the extra rotations and use POSSA0 for all.
Clearly a vanilla-compatible mechanism will require special case handling for this quirky behavior.
#4 Updated by danij over 9 years ago
- Assignee set to danij
- Target version set to 2.0 – Home UI & Packages
#5 Updated by skyjake over 8 years ago
- Status changed from New to Progressed
#6 Updated by skyjake about 8 years ago
- Target version changed from 2.0 – Home UI & Packages to Modding
#7 Updated by skyjake about 5 years ago
- Assignee deleted (
danij)