Afaik, there hasn´t been used any Voxels, everything is done via linedefs and a stacked sector!Zell wrote:AWESOME! :O Runs like a champ for me, But I have a monster for a processor.Anyway, great use of voxels!
[Effect] Going too far
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Heh, I didn't bother looking in the wad. Just dragged it on ZDoom and played.Vader wrote:Afaik, there hasn´t been used any Voxels, everything is done via linedefs and a stacked sector!Zell wrote:AWESOME! :O Runs like a champ for me, But I have a monster for a processor.Anyway, great use of voxels!

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oookay so i go to bed and wake up to 2 pages

addressing some things:
And anyway, automap's always done that for me in rooms with stacked sectors.
another thing, which i forgot to mention, is that zdoom sometimes freezes for me when I jump up and can see above the light. I think it only happens when i'm looking at the short side, and I didn't test it recently so it might just have fixed itself.. but I doubt it
and, on a positive note, this follow-the-waggle thing could be used for other more simple effects.. like you could have lasers blocking a hallway that move up and down smoothly, and track their position so you can slip under them.. or something.. surely somebody can think of fun situations eventually..if not then I will
thanks to everyone for their comments!

whoa! i'm there!Bio Hazard wrote: This is an excellent example of innovation!
Phoenix deserves the LWM award!


addressing some things:
yes, it is pretty laggy. Not sure what the deal is with the slowdown from the side.. maybe more lines are visible? Dunno how to speed it up without removing bits of it..Phobus wrote: whilst that is unbelievably cool it suffers the following problems:
I causes mass slowdown when lookingt at it from the wider side
oh yes, that. it's cause the cord and the sides are in the top sector, and you don't teleport sectors when you jump.. thing is, since the cord is just a bunch of lines running across multiple sectors, you get a weird sort of graphical glitch when looking at the top sector from above. Although I guess that would still be a little bit better than it is currently.Also the top part of the light is completely invisible (Look at it from the top, nothing there but a swinging spark)
I think that may be a bug... there was one posted about how if you go to the automap when a mirror is in view then go back, depending on how long you held the automap there would be a delay in getting out of it. Although there's no mirrors here the effect is the same so I suspect the principle is the same (rendering some part of a level in a different place).It also didn't like going into the Automap and back....
And anyway, automap's always done that for me in rooms with stacked sectors.

another thing, which i forgot to mention, is that zdoom sometimes freezes for me when I jump up and can see above the light. I think it only happens when i'm looking at the short side, and I didn't test it recently so it might just have fixed itself.. but I doubt it

and, on a positive note, this follow-the-waggle thing could be used for other more simple effects.. like you could have lasers blocking a hallway that move up and down smoothly, and track their position so you can slip under them.. or something.. surely somebody can think of fun situations eventually..if not then I will

thanks to everyone for their comments!

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