[KDiZD] Community Information Thread (Update Page 18)
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- Lead GZDoom+Raze Developer
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Shinjanji wrote:Also, given the date that Torm posted those screenshots, I'm willing to bet that the areas in question have probably changed significantly since then.
Some did, some didn't.
Not as bad as you might think.Those light coronas are going to look like shit in hardware rendering because GZDoom doesn't support unanchored sprites. >=P
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The only bad thing about the glows is the different y-offset in GZdoom... or can this be fixed somehow, without screwing the offsets for Zdoom?
Well, it's hard to catch the gameplay/action with a single screenshot, but I'll see if I can take a few new shots and post 'em here. If noone of the other team-members have something against it that means!Kaiser wrote:Now how about screenshots of kdizd in action, or perhaps during playtime like enemy combat etc?
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Graf... how difficult is it to add an +UNANCHORED flag so that we can control which sprites are anchored and which aren't?
I understand if you think things like trees and monsters and stuff look bad unachored, but for special effects like those light coronas and projectiles, it's a must.
I had all kinds of cool ideas on constructing maps that make use of light blobs and stuff but they're just not possible with anchored sprites.
I understand if you think things like trees and monsters and stuff look bad unachored, but for special effects like those light coronas and projectiles, it's a must.
I had all kinds of cool ideas on constructing maps that make use of light blobs and stuff but they're just not possible with anchored sprites.
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*seconded*Nash wrote:Graf... how difficult is it to add an +UNANCHORED flag so that we can control which sprites are anchored and which aren't?
I understand if you think things like trees and monsters and stuff look bad unachored, but for special effects like those light coronas and projectiles, it's a must.
I had all kinds of cool ideas on constructing maps that make use of light blobs and stuff but they're just not possible with anchored sprites.
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