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no longer being used

Does anyone have this?

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I don't think there's any way to make camera isometric in (GZ)Doom engine.

 

Doomiablo is on Diablo engine.

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On 9/16/2018 at 7:20 AM, scifista42 said:

I don't think there's any way to make camera isometric in (GZ)Doom engine.

 

Doomiablo is on Diablo engine.

Point the camera downward towards the floor, and force strafing on?

Hack up the automap?

I don't know if Doom is the most appropriate engine (but it may be do-able.)

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Sorta-not-relevant, since this isn't actuall doom and there's no ACS you can rip, but:

This game was fun back in the day. The maps are in Doom (or Hexen?) format and was made by CodeImp:

http://www.bloodmasters.com/

 

 

ALSO: Please title threads more relevantly.

Edited by Dragonfly

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Spoiler

 


 

 

 

 



I might still have to zscript for this laying around. You would have to play with the code. Not sure if it will get you where you want to be though.

 

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I was curious about this so I did some investigation. I think that you could accomplish this by editing main.vp, which is the partial source of ZDoom's vertex shader. Such a change would mainly entail messing around with the ViewMatrix and ProjectionMatrix values to use an overhead view and an orthographic projection, respectively.

 

This is the vertex shader:

https://github.com/coelckers/gzdoom/blob/master/wadsrc/static/shaders/glsl/main.vp

 

Unfortunately there does not currently seem to be a way to change this that doesn't require building and distributing a modified GZDoom binary. I can't imagine it being excessively difficult to make a contribution to GZDoom for loading the contents of main.vp or other shaders from a WAD lump, if you're technically inclined and really determined to do this.

Edited by meapineapple : more accurate help

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On 9/18/2018 at 2:43 AM, scifista42 said:

I think you misunderstand what "isometric" means.

I could have sworn that the question was about 2D movement. I don't remember the isometric question at all - strange...

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