Invisible handling of 3d floors

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Re: Invisible handling of 3d floors

by Graf Zahl » Mon Jan 26, 2009 2:15 am

The code is there. But before I activate it I need at least 2 days to integrate it into ZDoom's ExtraFloor_LightOnly code. As long as these 2 are incompatible I still have reservations.

Re: Invisible handling of 3d floors

by Da Spadger » Sun Jan 25, 2009 8:41 pm

"Is it in yet? Is it in yet? Is it in yet?"

Re: Invisible handling of 3d floors

by Remmirath » Fri Jan 23, 2009 7:40 am

We already know it. :wink:

Is it in the source now? :)

Re: Invisible handling of 3d floors

by bagheadspidey » Thu Jan 22, 2009 6:23 pm

bump. Bridge things suck.

Re: Invisible handling of 3d floors

by Graf Zahl » Sun Jan 04, 2009 12:25 pm

Not yet. The code is currently not compiled in.

Re: Invisible handling of 3d floors

by Project Shadowcat » Sun Jan 04, 2009 11:14 am

This'll be very helpful, you have no idea. :)

Re: Invisible handling of 3d floors

by Graf Zahl » Sun Jan 04, 2009 10:10 am

I had to wait until Randy gave his ok - which he recently did.

Re: Invisible handling of 3d floors

by Remmirath » Sun Jan 04, 2009 9:38 am

:shock: Totally unexpected. :shock:

Re: Invisible handling of 3d floors

by Graf Zahl » Sun Jan 04, 2009 9:01 am

The code is in but I'm not sure if it should be activated for the next official release. Currently it's #ifdef'd out.

Re: Invisible handling of 3d floors

by Spleen » Mon Dec 15, 2008 9:09 pm

Chris wrote:But don't be afraid to go below 1024x768. :P
Indeed, I'm quite comfortable on 320x200 or 640x400 these days.

Re: Invisible handling of 3d floors

by Chris » Mon Dec 15, 2008 8:56 pm

I wonder if MESA's GL software renderer would be of any use. If you can turn off all resource-intensive GZDoom options, and maybe if Graf can put in special options to restrict certain normally-inconsequential GL options (eg. glHint(..., GL_FASTEST); instead of GL_NICEST), perhaps it could work. Though I'm not sure how good MESA's software renderer really is, or what kind of CPU you'd need to get useable frame rates. But don't be afraid to go below 1024x768. :P

Re: Invisible handling of 3d floors

by Spleen » Mon Dec 15, 2008 7:42 pm

HotWax wrote:
Spleen wrote:I bet Quake has individuals just like you, who will say "Go play ZDoom" when you start talking about these features being inserted.
And I bet those users only utter such statements when somebody is suggesting that the developers should pluck a feature out of another game and use their magic wand to shove it seamlessly into a foreign and completely incompatible engine with no side-effects whatsoever. :roll:
I'm not asking any developer here to do it. I'm only claiming that it is remotely possible, if unlikely, that someday someone who is half as good a coder as Graf or Randy (those two being great coders) but has a piss poor computer and wants polymost or 3d floors will come along and fork ZDoom or GZDoom to have these features in software mode.

Re: Invisible handling of 3d floors

by HotWax » Mon Dec 15, 2008 7:23 pm

Spleen wrote:I bet Quake has individuals just like you, who will say "Go play ZDoom" when you start talking about these features being inserted.
And I bet those users only utter such statements when somebody is suggesting that the developers should pluck a feature out of another game and use their magic wand to shove it seamlessly into a foreign and completely incompatible engine with no side-effects whatsoever. :roll:

Re: Invisible handling of 3d floors

by Graf Zahl » Mon Dec 15, 2008 9:50 am

If you want to play Doom with Quake's renderer use Vavoom. But please don't complain about the experience not being Doom anymore. :mrgreen:

Re: Invisible handling of 3d floors

by Spleen » Mon Dec 15, 2008 9:27 am

HotWax wrote:
Spleen wrote:You're making a false dichotomy here. People who would be concerned about this probably like almost everything about ZDoom better than Quake except the Y shear (at least that's me). I did not say it was easy or it would be likely that anyone did it, I just said that there is a reason to do it.
And what's stopping you from putting "everything [else] about ZDoom" into Quake?
Nothing besides the fact that Quake is missing a lot more of these good features, but it's really the same. I bet Quake has individuals just like you, who will say "Go play ZDoom" when you start talking about these features being inserted.

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