Comments (1)
I don't see any problem, it's rolling just how it's supposed to on my screen.
It may look a bit disorienting because you're used to how it stretched the sprites before, but the math was wrong before because it did not take into account the level's stretch. This rotates it from its "home" position - i.e. if the sprite is not meant to be stretched then it must be accounted for within its ZScript scaling. (XScale 1.2:YScale 1.0 usually does the trick)
In my opinion, the math should not be changed back to what it was before. That was horrific how it was previously handled. Check my "fixed" version for proof of what I am talking about, I stretched it on XScale by 1.2 thereby making the pixels square - which fixes the whole thing.
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Related Issues (20)
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- [BUG] `map` in the middle of a cutscene prevents proper cleanup of cutscene
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- [BUG] CTD on Linux/Haskell/NVidia-Quadro mobile with only Doom2 loaded HOT 9
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