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Everything posted by SoM
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It's actually fixed entirely in EE since cardboard was added.
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Whohoo! Finally beat the original Doom!(SPOILERS!)
SoM replied to Superrpgman's topic in Doom General
Fair word of warning: E4 is much more difficult than E1/2/3 so be prepared for a lot more hellspawn, some damn cool level design :) Glad you've been having fun with the game we all love so much. -
I don't think there is one, and yeah, it's limited in use. Portals are mostly good for ROR scenarios. Cars and other 3D structures are an example of things that 3d floors are better at. Too bad I'm not implementing 3d floors ;) ... again :(
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You could make a replica of your main area that could be seen through the other side of the first portal. So instead of: Main area->Portal Area->Main Area you would go: Main area->Portal Area->second portal area That would work. You can't use portals to see back into the area you are in. That's why I'm not allowing linked portals on sloped surfaces.
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So the camera starts inside the player, then goes to another place, then the inner portal sends the camera back to inside the player. When the inner portal renders, the first thing that gets rendered is the surface the first portal is applied to, which makes it render the first portal again. This creates a recursive portal rendering which there is currently no way to fix.
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where are anchored area a and anchored area b in relation to one another?
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So wait, are you viewing a portal through a portal... does the inner portal link back to the original area?
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Do you just get HOM? Or some kind of error message?
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Well, I am working on the clipping code for linked portals as we speak ;) Other than that, can you post a screenshot and explanation of the situation that isn't working? Maybe I can think of something...
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What do I have to type in command line parameters to summon Mancubi?
SoM replied to The_MártonJános's topic in Source Ports
... Yep. The absolute last thing on my mind when I spend what limited free time I have working on doom code would have to be "Is this compatible with zdoom?" -
So basically, you would rather have a scripting language in place, with an API that had to be hacked to bits to work around the limitations in the map format, only to have to learn a completely new API when the better map format was implemented? Sounds like a piss-poor idea to me...
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Sex!
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Zomg! I think I code for this port! I'm so excited!
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I know. The documentation is shoddy at best... wait, that's my job... Nevermind
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ok, so the height of the portal plane is determined by the floor/ceiling height of the frontsector of the portal line. So you know how you can raise a floor above a floor portal? That's because the portal plane is set to the ceiling height of the frontsector of the portal line in the lower area. The wad you sent has a portal line (359 - Apply linked portal to floors of tagged sectors) in the lower area with a front-sector ceiling height that is below the floor height in the upper area, so EE treats it like you raised the floor above the portal. Hope that made sense
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And then the part of the floor that doesn't have a solid wall 'behind' it?
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Texas curriculum reformed to promote Christianity.
SoM replied to kristus's topic in Everything Else
The UN is a threat to America! Wait, someone made a typo.... There's an extra h in that sentence. The UN is a treat to America! There we go -
[r1171] Dropped items remain suspended on linked portal surfaces
SoM replied to printz's topic in Eternity
Indeed you are correct sir. Keep an eye out for a new branch after finals are over (this week) -
Yeah seriously. Just because Gez is nice enough to actually help us out doesn't mean you can start demanding shit of him.
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Int cast doesn't work at all, in fact, (unsigned int)((int)fabs(expression)) duplicates the mac bug, so I need to figure out what VC++ is doing and try to force that method.
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Texture offset fix for non-ZDoom software rendering of segs with bad offsets
SoM replied to kb1's topic in Source Ports
Anyone else see a bit of a contradiction here? That is, blatantly wrong wads should be supported, but if a wad functions in one build and not in the next, that's the wads fault... heh -
Texture offset fix for non-ZDoom software rendering of segs with bad offsets
SoM replied to kb1's topic in Source Ports
1 broken wad in 8 years sounds pretty good to me compared to Zdoom's record which is far more than 'a few'. Sorry. -
Texture offset fix for non-ZDoom software rendering of segs with bad offsets
SoM replied to kb1's topic in Source Ports
News flash: Percentage used in place of actual numbers to make said numbers seem more significant. Let's see the numbers in a different way: One wad in the last 8 years. ... God we've been doing this shit for over 8 years.... I need a drink.