by Chris » Fri Oct 09, 2009 2:48 am
Hirogen2 wrote:Some released maps are marked as "GZDoom-only", as the author has decided to make use of GL-specific features. If it is only about GL visuals, such maps can generally be run with the software renderer too—not a big deal if a torch is unlit or something—but unfortunately, 3d floors is something that do impact the gameplay. Not only are they not made visible, but they are not even there. This puts a bit of a dent when you try to run through, for example, T667's "Sapphire".
We all know that the sw render probably won't change anytime soon, but would it be feasible to have the sw engine put Bridge Things over the particular area? In conjunction with bridge sprites (such as the ones Hexen uses), players would be able to at least see, be able to walk on the designated areas, and perhaps complete the map.
Back at the original topic.. I seem to recall the 3d floor collision code being imported (though disabled) into ZDoom, so that 3d floors would at least be functional, if not visible. Has any more gone into that to make it work?
Since ZDoom can't render the extra floors properly, I wonder if it would work to render just the walls of the 3d floor (properly clipped to the 3d floor's top and bottom). Then, caring mappers could put stippled walls inside the 3d floor, and GZDoom would show the floor/ceiling textures and ZDoom will show the stippled wall textures.
[quote="Hirogen2"]Some released maps are marked as "GZDoom-only", as the author has decided to make use of GL-specific features. If it is only about GL visuals, such maps can generally be run with the software renderer too—not a big deal if a torch is unlit or something—but unfortunately, 3d floors is something that do impact the gameplay. Not only are they not made visible, but they are not even there. This puts a bit of a dent when you try to run through, for example, T667's "Sapphire".
We all know that the sw render probably won't change anytime soon, but would it be feasible to have the sw engine put Bridge Things over the particular area? In conjunction with bridge sprites (such as the ones Hexen uses), players would be able to at least see, be able to walk on the designated areas, and perhaps complete the map.[/quote]
Back at the original topic.. I seem to recall the 3d floor collision code being imported (though disabled) into ZDoom, so that 3d floors would at least be functional, if not visible. Has any more gone into that to make it work?
Since ZDoom can't render the extra floors properly, I wonder if it would work to render just the walls of the 3d floor (properly clipped to the 3d floor's top and bottom). Then, caring mappers could put stippled walls inside the 3d floor, and GZDoom would show the floor/ceiling textures and ZDoom will show the stippled wall textures.