[Release] The Refinery

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Re: [Release] The Refinery

Postby Blue Shadow » Mon Sep 03, 2012 3:35 am

BlueFireZ88 wrote:Aren't sloped and 3d floors supported in 2.6.1?

Sloped 3d floors aren't supported (yet) by the software renderer.
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Re: [Release] The Refinery

Postby Gez » Mon Sep 03, 2012 4:08 am

From what little I've understood of the current 3D floor code in software, it works (under the hood) kinda like portals. It divides the view in several horizontal slices, corresponding to the heights of the 3D floors top and bottom in sight.

This approach means that 3D floors have to be perfectly horizontal too.
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Re: [Release] The Refinery

Postby Tormentor667 » Mon Sep 03, 2012 12:27 pm

BlueFireZ88 wrote:Try reducing the effects so that it runs even on weaker systems. As it is, your limiting your audience to only the people that have very high-end systems.

Well, the problem is that it run smoothly for me and all my beta testers, so I wasn't aware of any issues.
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Re: [Release] The Refinery

Postby Ethril » Mon Sep 03, 2012 12:45 pm

Sgt Dopey wrote:Also:
TSoZD better not have dynamic lighting


Why not? You can always turn it off in the menu if you don't like it.
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Re: [Release] The Refinery

Postby esselfortium » Mon Sep 03, 2012 12:57 pm

TSoZD's smooth lighting is all done manually and is fully software-compatible. Adding dynamic lights in addition to that would be totally unnecessary, and more to the point, it would mean significantly changing the appearance of the maps depending on what renderer is being used. TSoZD is a ZDoom project, and it is being designed for ZDoom.
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Re: [Release] The Refinery

Postby Tormentor667 » Mon Sep 03, 2012 2:32 pm

Ethril wrote:Why not? You can always turn it off in the menu if you don't like it.

Because that totally destroys the prupose of dynamic lights if maps depend on them.
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Re: [Release] The Refinery

Postby Gez » Mon Sep 03, 2012 3:12 pm

Also, dynamic light things are unknown to ZDoom and will appear as error markers.
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Re: [Release] The Refinery

Postby printz » Mon Sep 03, 2012 5:08 pm

Gez wrote:Also, dynamic light things are unknown to ZDoom and will appear as error markers.

Wouldn't it be better if they were known in ZDoom and just did nothing? So you could design ZDoom-compatible maps that have a few GZDoom touches. Note that there is no GZDoom for Mac, for example.
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Re: [Release] The Refinery

Postby Shadelight » Mon Sep 03, 2012 10:18 pm

My first thoughts: All the random zombie monsters are bullshit, but the level looks really cool.
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Re: [Release] The Refinery

Postby Ral22 » Mon Sep 03, 2012 10:36 pm

printz wrote:Note that there is no GZDoom for Mac, for example.

On the contrary, my friend, there is. You just have to know where to look.

P.S.- It's currently version 1.5. of GZDoom, and the website has a version of SLADE for Mac as well.
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Re: [Release] The Refinery

Postby Ravick » Tue Sep 04, 2012 12:34 am

Blue Shadow wrote:
Spoiler:


And there is also the GezTube... :mrgreen:
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Re: [Release] The Refinery

Postby Nash » Tue Sep 04, 2012 12:40 am

Ral22 wrote:On the contrary, my friend, there is. You just have to know where to look.


And actively maintained, too!
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Re: [Release] The Refinery

Postby Tormentor667 » Tue Sep 04, 2012 12:44 am

BlazingPhoenix wrote:My first thoughts: All the random zombie monsters are bullshit, but the level looks really cool.

Funny how tastes differ :)

@Gez - Making dynlights in ZDoom invisible might be indeed a better choice, but that's just something different :)
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Re: [Release] The Refinery

Postby -Ghost- » Tue Sep 04, 2012 1:52 am

I found the zombies a bit frustrating as well. Once I learned the right approach they weren't a problem, but it took a few deaths to figure out the right trick/angle to take them out. Overall I really like the architecture and atmosphere, I love maps that take a page from Doom 3.
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Re: [Release] The Refinery

Postby printz » Tue Sep 04, 2012 2:17 am

Nash wrote:
Ral22 wrote:On the contrary, my friend, there is. You just have to know where to look.


And actively maintained, too!

Oh, sorry then. I remember people asking if there's a Mac port for GZDoom and Graf Zahl saying somewhere that he ain't going to support Apple so he's not interested (correct me if I'm wrong). Nice to see that someone went ahead after all. Maybe someone can volunteer to upload builds to DRDTEAM?
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