Search found 8 matches
- Sun Apr 30, 2017 12:48 pm
- Forum: On Hold Bugs
- Topic: 0000428: Portals Malfunction When Under Slopes Under Odd Con
- Replies: 6
- Views: 1344
Re: 0000428: Portals Malfunction When Under Slopes Under Odd
I started to see that as I modified that WAD. The one side of the room that only breaks the portal by fully removing the other side completely can be fixed by not having the zero height sector. But; the other side, which only has partial breakage by allowing the walls from my current sub-sector to ...
- Sun Apr 30, 2017 12:48 pm
- Forum: On Hold Bugs
- Topic: 0000428: Portals Malfunction When Under Slopes Under Odd Con
- Replies: 6
- Views: 1344
Re: 0000428: Portals Malfunction When Under Slopes Under Odd
This happens under QZDoom-q2.0pre-34-gba844fd2c, the latest as of this note. I should note that a workaround for this it to not have a zero height sector visible through the portal.
- Sun Apr 30, 2017 12:47 pm
- Forum: On Hold Bugs
- Topic: 0000428: Portals Malfunction When Under Slopes Under Odd Con
- Replies: 6
- Views: 1344
0000428: Portals Malfunction When Under Slopes Under Odd Con
https://mantis.zdoom.org/view.php?id=428 Summary 0000428: Portals Malfunction When Under Slopes Under Odd Conditions Description I am seeing a situation where sector portals will malfunction when standing under a sloped sector. The issue seems to be triggered by having a zero high sector in the area ...
- Sun Mar 05, 2017 11:08 am
- Forum: ZDoom (and related) News
- Topic: ZDoom is Dead. Long live ZDoom.
- Replies: 232
- Views: 74045
Re: ZDoom is Dead. Long live ZDoom.
Since Graf and company are going to maintain the ZDoom sites; why not take over the project. Hate to see ZDoom itself die out, would be nice to see the three ports merge to one (as just ZDoom with an option for the old-school (8bit) renderer, the new-school (24bit) renderer, and the hardware ...
- Tue Feb 14, 2017 8:01 am
- Forum: Editing (Archive)
- Topic: Skybox Rendering Orientation
- Replies: 7
- Views: 591
Re: Skybox Rendering Orientation
Well, I created a feature request ticket for this. Still would like to have the ability.
- Sat Feb 11, 2017 9:38 am
- Forum: Editing (Archive)
- Topic: Skybox Rendering Orientation
- Replies: 7
- Views: 591
Re: Skybox Rendering Orientation
Okay, so disabling the face direction of movement does make the travel feel a little less natural to me, but its not too bad really. I guess just reorienting the interpolation points works just fine. Thanks for the replies guys. This will work.
- Sat Feb 11, 2017 8:17 am
- Forum: Editing (Archive)
- Topic: Skybox Rendering Orientation
- Replies: 7
- Views: 591
Re: Skybox Rendering Orientation
@Nevander; as stated, I cannot simply rotate the camera to fix this. The viewport direction is controlled by an ActorMover . I'm aware of the orientation ZDoom is rendering the skybox, but wanted to know if this can be changed since I cannot reorient the viewport camera automatically when under the ...
- Fri Feb 10, 2017 3:05 pm
- Forum: Editing (Archive)
- Topic: Skybox Rendering Orientation
- Replies: 7
- Views: 591
Skybox Rendering Orientation
Hello guys; long time lurker, finally registered, and amateur map author. I have a question regarding sky-boxes in ZDoom. I'm almost finished with a map but one thing about it is still bugging me. I've noticed that when ZDoom renders the sky-box, it always seems to render the camera's forward to the ...