
JDoom is a "Eye-Candy" port and doesn't need to have software modes.
Well, Cyb kinda did that in Zort 9 or something where you can kinda see the floor "below" through a hole in the floor, using a skybox viewpoint.MLdB wrote:question for randy: apart from mirrors as they exist in ZDooM at the moment, is it also possible to have a linespecial that renders another location? like the teleporters in Quake3 show the destination (i'm not asking for the wobble effects from Quakejust the rendering itself... like the sector's are really there behind that line)
Do you really think so? Just go to finland - I'm not sure exactly how common a name it is, but I think you'll find quite a bunch of people named Keränen there.MLdB wrote:question i could better ask the Jaakko himself... but is he the same guy as the mapper Keränen??? (how many Keränen's do you think there are? it's a miracle there's even one!!)
That would certainly be an interesting effect that I would like to see as well. I'm not sure why you oppose "true 3d" that much, though; I'd hope that it would be optional, with the current renderer continuing to be available, so if you didn't like it, you could just turn it off. ^_~MLdB wrote:i strongly vote against true 3d, it's the one bit that definately makes ZDooM more DooM than all the other (succesful) ports!
I do hope someone can figure out how to implement Shadow Warrior's room-over-room into ZDooM.
(for those who don't know how that worked: it works somewhat like a skybox combined with Duke's deep water (where you get transported - as soon as your eyes go below the floor level - to another sector that mimics an underwater environment with a watertexture as ceilingtexture) So the floor of the upper room should not be rendered, instead the 'camera' or ray is transported to the lower-room sector's ceiling where tracing continues and the room is renderen on the floor of the upper level. Also you get transported to that room as soon as your eyes go below the floor level of the upper room. (and vice versa).
question for randy: apart from mirrors as they exist in ZDooM at the moment, is it also possible to have a linespecial that renders another location? like the teleporters in Quake3 show the destination (i'm not asking for the wobble effects from Quake :) just the rendering itself... like the sector's are really there behind that line)
think! i meant in the DooM-scene you dumbassarcticwolf wrote:Do you really think so? Just go to finland - I'm not sure exactly how common a name it is, but I think you'll find quite a bunch of people named Keränen there.
Why not merge ZDoomGL back into ZDoom so we have a port that has the best of both worlds?MLdB wrote:think! i meant in the DooM-scene you dumbass ;)arcticwolf wrote:Do you really think so? Just go to finland - I'm not sure exactly how common a name it is, but I think you'll find quite a bunch of people named Keränen there.
and we've got the splendid mr. timmy (ZDooMGL) for a true 3D version of ZDooM... so why bother randy with it???
I think this is possible with the TERRAIN lump. Not sure though. At least stepping into a liquid listed in TERRAIN makes a splash.David Ferstat wrote:I'd like to be able to define footstep sounds dependent upon current floor texture.
2 homing function: A modified frame pointer for the player (Dehacked code pointer or such) could do the job. (Auto-home, not-directed-by-the-player)I want to be able to pass the thing ID of a monster to a script via the crosshair. This would allow the player to use a homing missile, for example.
If I may add, a possibility to make pellets and bullets not instant-hit, to create an effect à La Bullet Time -not really heh- but more of a delayed death <- Not without a reason, HV bullets are called HV! (cmp. Ghost in the shell)Naturally, we'd be able to dispense with Doom's original, and infamous, inaccuracy for high-speed projectiles.
I don't think Randy is interested in a port that adds data (levels, skins, etc.) to the game.arcticwolf wrote:ZDoomGL and Skulltag may offer features that vanilla ZDoom doesn't have, but as was already said, that's not a reason for ZDoom not having them. If anything, it probably means that the developers of ZDoom, ZDoomGL and Skulltag should get together and recombine their efforts into a single, highly-advanced port.
Yes right, but the code parts. ("I do not need the skulltag levels to make one")Carnevil wrote:I don't think Randy is interested in a port that adds data (levels, skins, etc.) to the game.arcticwolf wrote:ZDoomGL and Skulltag may offer features that vanilla ZDoom doesn't have, but as was already said, that's not a reason for ZDoom not having them. If anything, it probably means that the developers of ZDoom, ZDoomGL and Skulltag should get together and recombine their efforts into a single, highly-advanced port.