Not the smartest way to respond to a moderator...heavyshell3k wrote:You sleepy?
Try not to go off topic, dude.
Not the smartest way to respond to a moderator...heavyshell3k wrote:You sleepy?
Oh, dear...heavyshell3k wrote:You sleepy?
What? The topic's re-railed itself. Until now.hugoroy wrote:Damnit just let this die already >-<
It depends on how you feel about raw model rips with no editing converted directly to the Doom paletteNeuralStunner wrote:I think using sprites makes it less of a "Why bother? Play Quake." scenario. You end up with something a little different that makes it a worthwhile experience.
The first post claims that this is a GZDoom project, so if it's intended for software, why use GZDoom? If it's for GL, why not use models or at least self-paletted rips so they don't suffer translation issues to the Doom paletteThere's also the issue that (I believe) this is intended for software mode too, so models would be impossible.
Oh, yeah... I'd forgotten about that new ZDoom update. I went ahead and gave my projects a run through it and I still really prefer the GL shading. I think I've grown accustomed to it after not messing around with ZDoom for some time. That and GL is a much better (and more visible) choice for darker maps.NeuralStunner wrote:I'm guessing you mean 3D slopes, as ZDoom supports level 3D floors currently.
I seem to remember an old demo video in ZDoom, might be misremembering though.
Then you shouldn't do a project like this in the first place, if you don't want to spawn reactions like that.NeuralStunner wrote:I think using sprites makes it less of a "Why bother? Play Quake." scenario. You end up with something a little different that makes it a worthwhile experience.
There's also the issue that (I believe) this is intended for software mode too, so models would be impossible.