Sloped 3d floors aren't supported (yet) by the software renderer.BlueFireZ88 wrote:Aren't sloped and 3d floors supported in 2.6.1?
[Release] The Refinery
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
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Re: [Release] The Refinery
Re: [Release] The Refinery
From what little I've understood of the current 3D floor code in software, it works (under the hood) kinda like portals. It divides the view in several horizontal slices, corresponding to the heights of the 3D floors top and bottom in sight.
This approach means that 3D floors have to be perfectly horizontal too.
This approach means that 3D floors have to be perfectly horizontal too.
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Re: [Release] The Refinery
Well, the problem is that it run smoothly for me and all my beta testers, so I wasn't aware of any issues.BlueFireZ88 wrote:Try reducing the effects so that it runs even on weaker systems. As it is, your limiting your audience to only the people that have very high-end systems.
Re: [Release] The Refinery
Why not? You can always turn it off in the menu if you don't like it.Sgt Dopey wrote:Also:
TSoZD better not have dynamic lighting
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Re: [Release] The Refinery
TSoZD's smooth lighting is all done manually and is fully software-compatible. Adding dynamic lights in addition to that would be totally unnecessary, and more to the point, it would mean significantly changing the appearance of the maps depending on what renderer is being used. TSoZD is a ZDoom project, and it is being designed for ZDoom.
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Re: [Release] The Refinery
Because that totally destroys the prupose of dynamic lights if maps depend on them.Ethril wrote:Why not? You can always turn it off in the menu if you don't like it.
Re: [Release] The Refinery
Also, dynamic light things are unknown to ZDoom and will appear as error markers.
Re: [Release] The Refinery
Wouldn't it be better if they were known in ZDoom and just did nothing? So you could design ZDoom-compatible maps that have a few GZDoom touches. Note that there is no GZDoom for Mac, for example.Gez wrote:Also, dynamic light things are unknown to ZDoom and will appear as error markers.
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Re: [Release] The Refinery
My first thoughts: All the random zombie monsters are bullshit, but the level looks really cool.
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Re: [Release] The Refinery
On the contrary, my friend, there is. You just have to know where to look.printz wrote:Note that there is no GZDoom for Mac, for example.
P.S.- It's currently version 1.5. of GZDoom, and the website has a version of SLADE for Mac as well.
Re: [Release] The Refinery
And there is also the GezTube...Blue Shadow wrote:Spoiler:

Re: [Release] The Refinery
And actively maintained, too!Ral22 wrote:On the contrary, my friend, there is. You just have to know where to look.
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Re: [Release] The Refinery
Funny how tastes differBlazingPhoenix wrote:My first thoughts: All the random zombie monsters are bullshit, but the level looks really cool.

@Gez - Making dynlights in ZDoom invisible might be indeed a better choice, but that's just something different

Re: [Release] The Refinery
I found the zombies a bit frustrating as well. Once I learned the right approach they weren't a problem, but it took a few deaths to figure out the right trick/angle to take them out. Overall I really like the architecture and atmosphere, I love maps that take a page from Doom 3.
Re: [Release] The Refinery
Oh, sorry then. I remember people asking if there's a Mac port for GZDoom and Graf Zahl saying somewhere that he ain't going to support Apple so he's not interested (correct me if I'm wrong). Nice to see that someone went ahead after all. Maybe someone can volunteer to upload builds to DRDTEAM?Nash wrote:And actively maintained, too!Ral22 wrote:On the contrary, my friend, there is. You just have to know where to look.