[0.84] Graphics glitch with fireball holes?

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kaypy
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Posts: 187
Joined: Sun Jan 19, 2014 7:11 am

[0.84] Graphics glitch with fireball holes?

Post by kaypy »

At a certain distance, I get fireball holes overhanging the edge of their wall. Is this something that is just held over from the original? (I cant believe I haven't seen it before)

Code: Select all

dsb_text2map(0, 5, 5, 100, 1, {
"00000",
"00000",
"11110",
"00010",
"00000"} )
dsb_level_wallset(0, wallset.default)
dsb_add_champion(1, "test", "port_mophus", "TEST", "", 1000, 1000, 1000, 400, 400, 400, 400, 400, 400, 400, {0,0,0,0,0}, {0,0,0,0,0}, {0,0,0,0,0}, {0,0,0,0,0})
ch_exvar = {
}
dsb_spawnburst_begin(1)
dsb_spawn(1, "holes_fireball", 0, 2, 3, 0)
exvar = {
}
dsb_spawnburst_end()
EDITOR_FLAGS = 255
dsb_champion_toparty(0, 1)
dsb_party_place(0, 0, 2, 1)
This should put it in view immediately on starting. Got the same in 0.81 (oldest version I have right now)

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Sophia
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Re: [0.84] Graphics glitch with fireball holes?

Post by Sophia »

It's likely a combination of DSB's higher resolution combined with its rendering positions not exactly matching FTL-DM's in every case.
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Ser Xav
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Location: I see walls stretching off into the darkness...

Re: [0.84] Graphics glitch with fireball holes?

Post by Ser Xav »

I presume that the core dm/csb graphics can be adjusted with the gfx tweaks?
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