printz Posted February 25, 2016 After a longer period of no bug reports, I've decided to merge the linked portal development into the main branch. Next development builds from http://devbuilds.drdteam.org/eternity/ and http://devbuilds.drdteam.org/eternity-mac/ will have fully functioning linked portals. Known bugs: - interpolation is not yet done when passing through them. If you're really watchful, you can see a bit of discontinuity, but it's purely visual. - chasecam doesn't go past portals yet. - it's best if you put behind a line portal a sector with the same floor height as what's visually behind the line. Otherwise, due to crappy movement speedrunner code, you may sink (!) into concrete. - some small movement-sliding imperfections near line portals may be noticeable. There are more things I'd like to add next, so the branch isn't dead. Anyway, to see how to put them in the map, look here for help. You don't need ExtraData for it. 0 Share this post Link to post
Mechadon Posted February 25, 2016 Awesome! Thanks for the hard work printz :) 0 Share this post Link to post
Graf Zahl Posted February 25, 2016 printz said:Known bugs: - interpolation is not yet done when passing through them. If you're really watchful, you can see a bit of discontinuity, but it's purely visual. I haven't looked at how Eternity handles interpolation, but I had no problems getting it to work smoothly with sector portals right off the bat in GZDoom so maybe that's a bit of help to you. Line portals are a different matter... 0 Share this post Link to post