
BTW, I still haven't gotten over the fact that I can use PNGs for textures. And I don't have to put it in TEXTURE1, either! *wets pants*

But still no DoomScript.Eventually (like maybe 2015) there'll be a super-awesome real-time ray-tracing engine at the core, and a plug-in data-loading architecture that allows ZDoom'll to support Doom's, Build's, and it's own super-awesome kruft-free level/graphic/monster/script/mod formats. Oh, and it'll have client-server networking
Hahaha. an earlier version of my post actually mentioned that [there would still be no DoomScript].Chris wrote:But still no DoomScript.Eventually (like maybe 2015) there'll be a super-awesome real-time ray-tracing engine at the core, and a plug-in data-loading architecture that allows ZDoom to support Doom's, Build's, and it's own super-awesome kruft-free level/graphic/monster/script/mod formats. Oh, and it'll have client-server networking
ColdRock wrote:Wow look at the number of replies! I think i made one hellova post. So, people cares about engine enhacements! Yes they do!
Pfft. There's enough room in this thread for both.HotWax wrote:Or... just bashing you.
There is only one way it's done in Shadow Warrior: You mark all the floors/ceilings where you can see through a floor or ceiling to another sector. If you are inside any of those sectors, then the sector(s) on the other side of the floor/ceiling are drawn first, then the sector(s) on the side closest to you are drawn. Even if you don't draw the sectors on top of each other in the editor, the game will pull them together at runtime. The code for this is actually present in the latest version of Duke 3D but not completely finished.X-DOOM wrote:[Shadow Warrior still have the same trick for the room over room, YES thats true.
BUT ! There is a new thing no one seem to have seen, they also have a oom over room without a trick. If i can play and open again Shadow Warrior again, i will post some screenshot of what i'm saying. The problem is i'm running Windows XP and i can't play it. I know there is a way. but i'm not at least familiar with XP.
I wasn't far of my point ! But in Build where this effect is made, we see through the floor and ceiling. Yes Randy i remember i saw some sprites that was used to mark a script/effect function.randy wrote:There is only one way it's done in Shadow Warrior: You mark all the floors/ceilings where you can see through a floor or ceiling to another sector. If you are inside any of those sectors, then the sector(s) on the other side of the floor/ceiling are drawn first, then the sector(s) on the side closest to you are drawn. Even if you don't draw the sectors on top of each other in the editor, the game will pull them together at runtime. The code for this is actually present in the latest version of Duke 3D but not completely finished.X-DOOM wrote:[Shadow Warrior still have the same trick for the room over room, YES thats true...
HotWax wrote:Dynamic slopes have nothing to do with either of these. The issue is that as it stands now, ZDoom calculates sloping as the map is loaded and doesn't recalculate them again. Once a sector is sloped, it will always stay at that slope angle regardless of any movements of that sector or neighboring sectors.
SargeBaldy wrote:eternity is maintained by a team.Graf Zahl wrote:The strangest thing is that Legacy is the only major source port that's maintained by a team but I can't see any positive effects of that - on the contrary!