myk
webbed digits

Posts: 14316
Registered: 04-02 |
Gez said:
So if the intent is to say "use an OpenGL port to see hires textures", then it's wrong on two points, because an OpenGL port should not be necessary for one, and the way he did it does not work in some of the OpenGL ports the author used when playtesting.
Man, and in retrospect I thought it actually meant something, and wasn't just some misfitting joke-wad-like patch gratuitously placed there.
The text file's full of "don't use this" on previous versions of PrBoom+ (plus PrBoom) just because they don't support hi res textures, which themselves have low res equivalents in the WAD precisely to use them either in those versions, in other engines that don't support the patches, or while disabling hi-res patch functionality which works only in GL mode, in GLBoom+.
Fourth point: Looking at the wad in Slumped and DoomBuilder, I don't see how the LAMER SUXX texture is supposed to display something else in any port. There is no lump modifying it anywhere that I could see, and the linedef has no tag or action special.
Right, it doesn't and that's what surprised me when you showed my guess was wrong. I mean, it would have made sense as a prank against those who used what was "prohibited" in the text file. The only two hi-res textures seem to be the sky and the heated walls in the pits in the lamer suxx room.
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