Dark_Shadow4002 Posted March 15, 2007 ok i read the wiki a dozen or more times...tried to implement the damn reflections to my script and such but the damn thing is not becomming reflective in the damn game. here is the script i added via DB's script editor... script 4 OPEN { //Reflection shit Sector_SetPlaneReflection(36, 100, 0); Sector_SetPlaneReflection(37, 100, 0); Sector_SetPlaneReflection(38, 100, 0); } is something missing? All the sectors are tagged according to the tag referance here IE sectors 36-38. any help would be greatly appreciated. 0 Share this post Link to post
Alter Posted March 16, 2007 This is Gzdoom-only special, if you're using zdoom then you will not see those reflections 0 Share this post Link to post
jobro Posted March 16, 2007 You'll need to activate OpenGL to see this in GZDoom. 0 Share this post Link to post
Dark_Shadow4002 Posted March 17, 2007 @ alterworlder...the title of the thread states i am using GZdoom. Hense the title "reflections in GZDOOM". @joboro- To your comment i can only say i fail to see why you would post "use opengl mode" Of course that is an open GL option as well as dynamic lighting and probobly a host of other features for this port. The problem is not with the "settings" because i played sapphire recently and the reflections work perfectly. So i am under the assumption it is something in the script. 0 Share this post Link to post
Dutch Doomer Posted March 17, 2007 [stupid question]Are you mapping in Gzdoom format[stupid question/] 0 Share this post Link to post
Dark_Shadow4002 Posted March 17, 2007 yes i am dutch devil. My main concern is that maybe it is doombuilder. I went over how torm did the reflection code in sapphire and it seems to be exact (with the exception of the tags and location IE floor/ceiling). So is the code i posted ALL i need in teh script to allow the tagged sectors to have the reflectivity....or is there more to it. Mind you the sectors are tagged accordingly (in the proper numerical tag identifiers). 0 Share this post Link to post
Dutch Doomer Posted March 17, 2007 Is this at the top of your script? dunno what else it could be. #include "zcommon.acs" 0 Share this post Link to post
Dark_Shadow4002 Posted March 17, 2007 here is the script in its entirety....(it is small since it is just the beginning. #include "zcommon.acs" script 1 OPEN { Thing_Activate (const: 1); Delay(const:70); restart; } script 2 OPEN { Thing_activate (const: 2); Delay(const:90); restart; } script 3 OPEN { Thing_activate (const: 3); Delay(const:110); restart; } script 4 OPEN { //Reflection shit Sector_SetPlaneReflection(36, 100, 0); Sector_SetPlaneReflection(37, 100, 0); Sector_SetPlaneReflection(38, 100, 0); } 0 Share this post Link to post
Dutch Doomer Posted March 17, 2007 Did you got any errors compiling it? I just made an demo myself to test it and I had to download ACC 1.45 to get it to work.Before that I was using ACC 1.37 and it wouldn't compile my script, maybe thats the case for you here.I don't know alot of scripting myself so I can't really say that there is something wrong with your script. 0 Share this post Link to post
Dark_Shadow4002 Posted March 17, 2007 you know, i never thought about updating...i'll give it a go and see what happens. Thank you for your insight :) 0 Share this post Link to post
Dutch Doomer Posted March 17, 2007 It worked fine for me after I updated it :) 0 Share this post Link to post
Dark_Shadow4002 Posted March 17, 2007 yep that was it. Thank you very much...i guess my lack of paying attention to updates bit me in the ass...I have been working with EDGE and Doomsday a lot so my last DL of anything "zdoom/Gzdoom" related was early to mid last year. Thanks again. 0 Share this post Link to post