[Project] "Knee-Deep in ZDoom"

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Postby KeksDose » Mon Jul 30, 2007 5:40 pm

I think it's just a bunch of sectors which use the "Transfer Brightness" action with method 1. =P I use it quite often. Just *stack* *ahem* *build them with higher heights than the previous sector* and lower the brightness more and more.
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Postby Risen » Mon Jul 30, 2007 8:22 pm

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Postby KeksDose » Tue Jul 31, 2007 4:38 am

Hmm, never heard of this feature. This might come handy!
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Postby HotWax » Tue Jul 31, 2007 4:37 pm

The feature is technically incomplete, but as it's been used for this purpose many times, I doubt it'll be removed any time soon.

IIRC, randy originally planned to have this allow separate "light volumes" to be stacked on each other, so for example you could have fog on the floor, or a beam of red light that slopes through the sector and only lights part of the objects within it.

Unfortunately, this turned out to be too difficult to implement properly. As it stands right now, all you can use it for is to change the lighting on the walls, floor, and ceiling. It does not affect the lighting of sprites at all, which really limits what it can be used to achieve.
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Postby Project Dark Fox » Wed Aug 01, 2007 9:31 am

Even as is it'll still prove to be visually pleasing. The lava pits in KDiZD looked amazing with that partial effect.
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Postby Shadowsin » Thu Oct 25, 2007 3:00 am

I know i really shouldnt make this topic back up top, considering theres SO many posts, but im kinda stuck. Everytime i load Kdizd up in Gzdoom, i can get past the first level, but at the intermission screen it wont let me go any further. does anyone know why this happens? I cant select any other command or anything.
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Postby Jimmy » Thu Oct 25, 2007 4:37 am

Did you try using the forward and back keys to select the action? A little message in the bottom-left corner cycles between actions - "Continue Forward" is the one that warps you to the next level.
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Postby Gez » Thu Oct 25, 2007 4:52 am

If you're no-clipping, though, it won't work.
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Postby Shadowsin » Thu Oct 25, 2007 7:53 am

Gah i had noclip on >< That'd be the problem. thanks peeps
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Postby Enjay » Thu Oct 25, 2007 9:30 am

Shadowsin wrote:Gah i had noclip on >< That'd be the problem. thanks peeps


I believe that a comment such as

OMG U R teh cheatz0r!!!111one :P

is appropriate. ;)
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Postby dennisj1 » Thu Oct 25, 2007 12:46 pm

Since this already got bumped...what's the status of KDiZD 1.1?
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Postby Risen » Thu Oct 25, 2007 2:19 pm

Most of the core developers were fairly burnt out at release time, so there wasn't much movement on it for a long time. But things have recently picked back up. I'm not going to speculate on a release date, but a very large chunk of the necessary work was completed as of last week.
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Postby Gez » Thu Oct 25, 2007 2:23 pm

Would they be interested by a bunch of dynamic lights? 'Cause I missed them in KDiZD, after having been spoiled by GZDoom and Skulltag, and so made them for myself.
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Postby Graf Zahl » Thu Oct 25, 2007 2:58 pm

I don't think adding dynamic lights to KDiZD is a good idea. All the lighting was designed without it in mind and in addition due to the complex nature of the maps it may even be problematic on weaker computers.
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Postby Risen » Thu Oct 25, 2007 3:02 pm

Gez wrote:Would they be interested by a bunch of dynamic lights? 'Cause I missed them in KDiZD, after having been spoiled by GZDoom and Skulltag, and so made them for myself.

Feel free to distribute your work as an add-on.
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