Magnum Express Posted September 16, 2011 Can 3D walls be used in Skulltag's multiplayer if the OpenGL renderer is used? 0 Share this post Link to post
Ed Posted September 16, 2011 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. 0 Share this post Link to post
Gez Posted September 19, 2011 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. 0 Share this post Link to post
Xaser Posted September 19, 2011 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'. 0 Share this post Link to post
esselfortium Posted September 19, 2011 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? 0 Share this post Link to post
Wagi Posted September 19, 2011 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. 0 Share this post Link to post