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Magnum Express
Junior Member


Posts: 121
Registered: 12-10


Can 3D walls be used in Skulltag's multiplayer if the OpenGL renderer is used?

Old Post 09-16-11 21:41 #
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Ed
Senior Member


Posts: 1039
Registered: 07-01


Nope. Apparently it's to stop cheaters. You would think the wad author could make that decision for their own maps, but we can't be trusted with such decisions.

Old Post 09-16-11 23:57 #
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Gez
Why don't I have a custom title by now?!


Posts: 7046
Registered: 07-07


Yes if you use the very latest betas.

The reason isn't for cheaters, it's for imbalance between the software users and the OpenGL users. Now that (unsloped) 3D floors are rendered in software mode too, they've been enabled.

Old Post 09-19-11 18:48 #
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Xaser
Senior Member


Posts: 1630
Registered: 07-03


Are sloped 3D floors still prevented, then?

Mind you, this is good news for sure. Gives me some ideas for a certain something that starts with 'S' and ends with 'paceDM9'.

Old Post 09-19-11 20:29 #
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esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5268
Registered: 01-02



Xaser said:
Are sloped 3D floors still prevented, then?

Mind you, this is good news for sure. Gives me some ideas for a certain something that starts with 'S' and ends with 'paceDM9'.



Ooh ooh ooh, I know! Is it.. wait, I can't remember. Something about capes?

Old Post 09-19-11 20:38 #
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Wagi
Member


Posts: 273
Registered: 11-10


I was confused at first because I didn't know if "3D walls" meant "3D floors". Yeah, the latest Skulltag beta allows them (Sloped 3D floors still don't work though).

I wouldn't throw Stacked Sectors away just yet, though. There can still be some performance issues when it comes to having a large number of 3D floors and sprites on screen at the same time. As long as you don't overdo it, it should be fine.

Old Post 09-19-11 20:59 #
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