Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
deadaccount

[GZDoom Builder 2.3] STEP1 in Used Textures, but isn't used anywhere

Recommended Posts

I'm not sure of what to say about this, other than probably a strange bug I'm having. So today, I was building a basic starter Doom map. Whilst I was editing it, STEP1 was showing up in the Used Textures, despite not being shown or used in the map itself. I check every linedef and sidedef that I could, didn't disappear from Used Textures. I tried selecting every linedef and sidedef and changing all their Upper, Lower, and Middle textures to one texture (Both Front and Back Side), but it still didn't disappear. I can't figure out why, other than that I either accidentally added it and forgot where I had put it, or I removed it and the program's unwilling to remove it from Used Textures. Any ideas what's going on?

Share this post


Link to post

If it helps for specification, I'm mapping with Boom (Doom Format), and I do have the STEP1 flat used in a small room, but it's the STEP1 Wall texture that's showing up, despite not being used (as far as I can see, anyways).

Share this post


Link to post

I don't know if it's smart enough to weed out this duplicate. Remember: ZDoom and Eternity can both mix flats and walls, so this may just have crept in without anyone noticing.

Share this post


Link to post

Yep, you're right, Graf. I just tested it by removing the STEP1 flat and that seems to be the case (I reinserted it afterwards). Thanks!

Share this post


Link to post

This (displaying STEP1/STEP2 textures among used textures after I had used STEP1/STEP2 flats and vice versa) has bugged me in Doom Builder 2 since I started mapping, and now it seems that the very latest GZDoom Builder still suffers from the very same problem. I wonder if it's hard to fix or if nobody ever reported it, but I find it hard to believe either.

Share this post


Link to post

It's not fixed because:
1. It's a minor issue, which doesn't affect "classic" game configuration where texture/flat mixing is disabled.
2. Fixing it would require substantial rewrites of texture usage counting and background texture (un)loading systems.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×