Personally, I don't think I have made much (if any) use of the ability to use patches directly, but other people have and patches appearing as unknown graphics in the sidedef or surfaces editor and 3D view, and flagging as errors in the F4 error checker isn't correct because such usage is in-spec.Modder ‘Nevander' has released a brand new version of Doom 64: Retribution. So, unless you were going to do something else with it too, simply putting a switch patch on a wall isn't very useful. It would neither animate nor make a sound when used unless it was also defined as a switch in one of the control lumps that Gez listed. However, yes, simply putting a switch patch on a line would give it not particular special abilities. Are there other ways to do that? Of course (especially in UDMF) but it struck me as quite a good use of this ability. He had used the scaled versions where he wanted to put smaller versions of the graphic and used the patch directly where he wanted to use the full-sized version. Although GZDB (and presumably DB before it) doesn't have the ability to list patches as valid wall/floor graphics, other editors clearly do and people have released maps with patches on walls, because I've found a few.Īs an example of (perhaps) good use, I found one where the author had defined scaled textures that were half the size of the original patches. It is worth pointing out that the ability to do this has existed for a decade and a half, and it hasn't really be a problem. Just found this on the wiki on the textures page: I know that it goes back a long way though. It doesn't seem to be in the examples folder. I've been trying to find Randi's original example but I can't track it down. (Options set here persist across all side-defs, its a global preference, not just for the single instance of this side - which would also be annoying). I'm not saying that's perfect, merely that it provides a quick, easy way to say "yes, I want to see these types" or "no, I don't" rather than the texture browser getting cluttered up. Here is what the DeePsea sidedef editor looks like: not peck-peck-pecking at the screen on my phone any more However, having pnames etc showing in the lists for floor/sidedef editing is disabled separately to error checking, so if a valid patch is on a wall, DeepSea's error checker does not flag it as a problem (If I have that option enabled) even if they are not listed in the floor/siddef dialogues. I don't think I have ever enabled sprites but I'm pretty sure that the toggle is there. Most of the time I leave PNAMES disabled because they really clutter up the lists, and do so with graphics that are (mostly) identical to textures so loads of duplication of appearance in the lists). DeepSea does this (just a check box for whether I want flats to be listed for walls, another for textures on floors, another for sprites (I think) and another for pnames). While playing around with Wads by other people and converting them to UDMF to get GZDB practise, I have come across several instances of people using patches directly on walls/floors.įrom an editor POV, to me it makes sense to have patches specifically enabled/disabled by some easy toggle somewhere. Of course, the above recollection leaves open the question, does the graphic need to be in the PNAMES lump (or patches folder) to be considered valid or is simply being in an archive enough (I suspect the former as it is neater and more manageable). (My counter was that doing so still required an extra step and editing of a special lump whereas just shoving the graphics between markers was easier. what became TX_ style textures) several people argued against the idea because it was already possible to add graphics to the PNAMES lump and use them from there. In fact, when I was requesting and arguing for textures that could just be placed between markers and work (i.e. I remember Randi's demo WAD having a cyberdemon sprite on either the walls or the floor (Walls i think, and the icon of sin face texture (or maybe just the patch) on the floor.). I can't check right now but I'm pretty sure sprites are also considered valid. It goes right back to the original "any graphic anywhere" implementation by Randi in ZDoom many, many years ago.
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