The Flange Peddler
Member
Posts: 584
Registered: 02-03 |
Here’s a couple of bugs I’ve found in 1.66, I’m not sure if they’ve already been addressed, and I don’t know if anyone else has found anything different.
As I mentioned in the editing forum, the Invalid Texture/Flat Checker doesn’t seem to do anything. I’m assuming this should check for texture/flat names that don’t exist (the one’s that appear as ? ? ? ? in 3d mode). The checker simply doesn’t seem to find these (just change a texture/flat name to something non-existent and run the checker - it won’t be found).
A more annoying bug has been about for a while. Basically DB sometimes seems to change textures and their x/y offsets back to the default values. Quite often I’ve had rooms all textured up, only to add a new sector somewhere, and the textures and their offsets will get lost. Here’s an example.
Start a new map and draw a simple 256x256 square (sector 0). Inside that square, draw another 128x128 square in the middle (sector 1). It doesn’t matter if the linedefs face inwards or outwards. Make sector 1 16 units taller and shorter than sector 0, so the lines require upper and lower textures, and set them to something that’s not the default. Now, draw a third square sector (sector 2). This will occupy some space that used to be sector 0. Starting at the top left-hand vertex of sector 1, draw a line upwards and then continue your new sector round clockwise until you get back to the starting vertex (you will have had to ‘draw over’ the vertex at the top right-hand corner of sector 1, and draw over the 2-sided line connecting this vertex with your starting vertex). When you do this the upper/lower textures and their offsets on this 2-sided linedef will be reset to the default. If however, you draw another sector ‘inside’ sector 1 and draw over some of the 2-sided lines, the textures will be untouched.
Anyway, I hope that makes some sense. It's been bugging me for a while. It’s simple to recreate, but not so easy to describe :oP
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