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KCat

Short skies?

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Is there any plans to implement short skies in ZDoomGL? I have a loathing for the stretched versions. ZDoomGL takes care of the pixelating that happens in regular ZDoom, but those mountains in Doom1 look way too tall for my liking..

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I think all the activity is going on in the magic faraway beta testing forum mentioned in the sticky thread.

I bet its nice and warm there.

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Heh, actually, I was away for the weekend (helping someone move). I'll check out that short sky stuff, but right now I'm updating to the latest ZDoom version that I have (with the new no-framerate-cap stuff)...

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