boris

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About boris

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  1. Not that bullshit again, please.
  2. THINGS most likely refers to the THINGS lump that comes right after the MAPxx/ExMY header in Doom and Hexen format. This lump doesn't exist in UDMF, there should just be a TEXTMAP lump after the map header. When I try to run a map that has no valid lumps GZDoom just tells me that it couldn't find the map. Maybe you're using a GZDoom version so ancient that it doesn't support UDMF?
  3. I wonder if we'll see videos like that about crypto currencies in 20 years.
  4. The "normal" door in Hexen format is Door_Raise. Animated doors are working differently from classic doors.
  5. Supercars usually don't have a chance to disintegrate on intended use.
  6. The closest to that is probably https://zdoom.org/wiki/SetMusic Only works for the ZDoom family, though.
  7. Check out https://zdoom.org/wiki/Delay
  8. It doesn't work because OPEN does not have an activator. For that you'll need to use ENTER (note that this will run for every player in a multiplayer game!). Then this will work: script 2 OPEN { Delay(70); Teleport(4, 0, 0); } But depending on what you want to do later assigning a TID as @Empyre said will be a better solution.
  9. I played around with that a bit, and apparently 3D floors can cause a lot of overdraw. If you check out the following video (at 19:15), you can see that the bridge support beam in the back is fully rendered, just to be overdrawn by the walkable part. So it's probably save to say that the more 3D floors you have visible, the slower it will become. This also seems to be mostly a problem in the software renderer, which makes sense considering how hardware rendering works. Using truecolor in software mode makes it slower, too (which, again, makes sense). I made a small test map (see attachment) with 512 3D floors and a lowering wall, slowly revealing them. And you can see the FPS drop the more become visible: But you can't have two different portals on one line, can you? That's what you'd need to place two windows right above each other. many3dfloors.zip
  10. If you want to be really save you'll have to use a client-server approach, where the client never has direct access to the backed up files. In fact using USB devices for backup is quite questionable, because if you're unlucky they might be hit by ransomware that encrypts your files. Yes, even if you don't have connected it all the time. Ransomware might do transparent encryption, so that you don't even notice it, and just disallow access after a month or so. It's still better than nothing, though (as long as you're aware of the risk). Unfortunately I'm not aware of any easily usable client-server software for consumers.
  11. I don't know about performance, but depending on what you're doing you should consider using portals. The more complex the environment becomes, the more attractive portals get. Of course you can mix both features, i.e. simple 3D platforms are more easily done with 3D floors than with portals.
  12. This cannot be right. The screenshots clearly show the enabled bilinear filter, that's not what the anisotropic filter does. In the shots you posted you'd probably barely see the effect of the anisotropic filter. https://en.wikipedia.org/wiki/Bilinear_filtering https://en.wikipedia.org/wiki/Anisotropic_filtering
  13. It does display the error, but it's awkwardly hidden. If you look at the bottom of the editing window you'll see a bar with two triangles: That's the retractable error list. But for some reason it doesn't expand automatically when an error occurs. So if there's an error the triangles should switch to point down. Then you can drag the bar up (not on the dotted line, but to the left or right of it) to see the error. I think you have to do that once after starting the program. The result will be something like this:
  14. According to https://doomwiki.org/wiki/Three_screen_mode