high res textures overlapping custom texture in fan wads
Yeah, I notice this problem still exits. for example, if you have the jhtp selected as an addon in Snowberry, and play a custom wad like Alien Vendetta, the in the first level, the hi res lion switch (sw1lion)texture will be somewhat enlarged and not positioned correctly on the object and part of it not displayed. another example is if you see a waterfall, it keeps switching back and forth from the low res waterfall texture to the fireblu1 and fireblu2 textures. So this forces me to deactivate the addon in Snowberry and copy the contents of the texture pack under the data folder and then cut out the conflicting textures. I recall Vermil or someone saying this issue was fixed last year, but maybe it wasn't completely fixed. I'm using the last stable release (1.11).
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I will also point out there is never a need to copy add-on data into your Doomsday installation folder. If you want to load say a texture set from a directory rather than a package, you can place them wherever you want provided you tell Doomsday where they are (various methods exist for doing this, including -texdir and -vdmap).
However I would recommend you update to the 1.11 release candidate as you won't have to do this at all.
Btw: Please don't mind the forums looking a little messy. We are currently in the process of switching to a new more modern look.
Which forces me to make a backup of the hi res texture pack and move it, then delete the conflicting textures in the existing one each time I notice a conflict.
DHTP defined another copy of the "-pwadtex" option that permits Doomsday to use high-res textures even if a PWAD defines its own. To get around this, you have to make sure this option is unchecked -- unfortunately, as seen here, the default is "Yes":
KuriKai says he's now patched it.
Naturally you also have to make sure the regular setting "Settings -> Graphics -> Allow external with PWADs" is unchecked.
My snowberry looks different because it is a non-dev windows version?
Edit: OK I've had a look at this and the reason this happens is because av.wad duplicates all the flats from the IWAD. Consequently Doomsday determines that they aren't from the IWAD and therefore they are custom flats.
All we can do in this situation is compare the pixel data of each flat to determine whether it has changed or not. Effectively this means comparing hashes and will definitely affect load time.