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Gez

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About Gez

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    Why don't I have a custom title by now?!

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  1. Seek Imp; Gun It; Laugh It's how to play Doom!
  2. As far as the renderer is concerned, there's no sky "behind" anything. But to answer your question: for skies, the height and brightness properties are simply ignored when checking whether the visplanes can be merged.
  3. That actually would fit with their "Creation Club" thingamajig for Skyrim SE and Fallout 4.
  4. That depends on whether there is another visible plane in between them. And also, they can be separate sectors or joined, it doesn't change anything. Visible planes (visplanes) are merged if they have the same property (flat texture, brightness level, height) and there isn't another visplane separating them visually. Note that walls are not visplanes. So for example if you have two low ceilings separated by a high ceiling, and you can see the low ceilings but the high one is out of sight, the the two low ceilings can potentially be merged even if you see some upper wall texture between them. You can even have some strange situation like this: ┌───┐ │ A │ ┌───┼───┼───┐ │ B │ C │ B │ └───┼───┼───┘ │ A │ └─x─┘ x is the position of the player, looking north. A and B are both split sectors with low ceilings that are visible by the player. C is a sector with a high ceiling, not visible by the player. In this situation, both visplanes of the A sector will be merged together since there's no other visplane between them; and both visplanes of the B sector will likewise be joined for the same reason. Even though "logically" these merges result in an "overlap" in the space of sector C. Oh, and I only talked about ceilings to make this simpler, but the floors have their own visplanes too. Here if the floor A, B, and C are all visible, then the floor visplanes of A and B don't get merged with their split because there's another visplane (C) blocking both their merges.
  5. Gez

    SIGIL - New Romero megawad for Feb 2019

    f the maps are E5Mx, then it'll require some sort of MAPINFO support to work out of the box, but that should still allow to play the set on Odamex, Eternity, Doomsday, Vavoom, etc. in addition to GZDoom. For PrBoom+, it'll require a bit more work as you'd need to rename the map slots.
  6. Gez

    [RELEASE] Eviternity RC1

    Defaults should be fine; any really needed compatibility option would have been set in ZMAPINFO.
  7. Gez

    The Top 100 Memorable Doom Maps of All Time

    The Hag's Finger is the map that comes to my mind when Sunder is mentioned, personally.
  8. Gez

    [RELEASE] Eviternity RC1

    When I saw the titlepic in the OP, I instantly thought "this reminds me of the art style in Supplice". Seeing your name in the credit list was not a surprise. :)
  9. It's a bug in the entry type detection code. Pod archives are IIRC the archive type for Terminal Reality, Fury3, and some other games (here's a list if you're curious). Obviously your Doom flat is not actually a valid pod archive, so SLADE is bugging here.
  10. Gez

    SIGIL - New Romero megawad for Feb 2019

    Tch, tch, a megawad is for 15+ maps! :p
  11. Gez

    Some questions about Doomsday Vs Zdoom

    Nothing is stopping GZDoom from having FBX support. But just as nothing is stopping it, also nothing is starting it. Here's how it works: you want something? You write the code. The entire reason why Unreal models are supported now is that someone wanted to use them and wrote the code for it. None of the GZDoom devs would have cared about implementing it in the first place, but they had no reason to reject a pull request as long as it looks okay and doesn't cause problems elsewhere. If you want FBX or Collada or NIF or whatever, make it yourself.
  12. Gez

    [WIP] Eviternity - A Boom Format Megawad

    Just like a baby! Congrats to all his proud parents! :p
  13. Gez

    Things about Doom you just found out

    Yeah, all hitscans work that way. That's one of the cases where Doom is truly 2.5D: the monster aim at you, then the game runs a 2D trace in the monster-you line to see what is in the way, and then the trace's slope is computed from the vertical position of the first thing met.
  14. In LANGUAGE, you have to put the \n to make a new line; however in MAPINFO I believe you can use commas outside the quotes. clusterdef 1 { flat = RROCK14 exittext = "You have won! Your victory has enabled", "humankind to evacuate Earth and escape", "the nightmare. Now you are the only", "human left on the face of the planet.", "Cannibal mutations, carnivorous aliens,", "and evil spirits are your only neighbours.", "You sit back and wait for death, content", "that you have saved your species.", , "But then, Earth Control beams down a", "message from space: 'Sensors have located", "the source of the alien invasion. If you", "go there, you may be able to block their", "entry. The alien base is in the heart of", "your own home city, not far from the", "starport.' Slowly and painfully, you get", "up and return to the fray." } No comma on the last line. I put each line on a separate line for legibility of the code, but that's not technically needed, it's just the commas that create linebreaks. IIRC it should work.
  15. Keep in mind that XWE is old and abandoned. Back when it was originally designed, PNGs weren't used often in modding, and BMPs were king of sprite mountain. It's not surprising XWE's handling of PNGs is faulty. SLADE 3, on the other hand, was designed to work with PNGs from the start.
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