Demon Eclipse Mod Thread - New Beta Up-Testers needed. p. 1
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Hm...i wonder what version I have. I downloaded it about a month or two ago.Nash wrote:The latest XWE beta is very very stable.
Yes I've had fatal experiences with old versions of XWE but I've forgiven it.
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To Tormentor: I still can't find any good bases to edit fires and furnaces. I'm just recoloring some of the stuff right now. I should have an updated resource pack up by tomarrow.
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Heres a small room I made today. It's just a room with a bunch of bookcases, i intened to use it for a trap (press wrong switch and summon in nasty monsters).
The map is now 95% finished. It's fully playable, but I feel the need to add 1 or 2 more rooms full of things.
Screenshot: http://www.deviantart.com/view/28147470/
- Tormentor667
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- Tormentor667
- Posts: 13556
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wow. Looking nice. How did you get a two layered cieling on those bars? Or are they textures pasted undo under one another? Are you using GZdoom or normal Zdoom 0.96x?
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Sure thing. The Texture name is same as the graphics name right (unlike doom, that had different names for the texture from their actual graphics).Tormentor667 wrote:Looks good
*EDIT*
BTW, I add some textures on my own to the resource by adding them between TX_START and TX_END in my MAP11.WAD, it won't be to hard to include them later in the main wad, as all of them have the prefix "T_xxxx"
- TheDarkArchon
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- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
Does Gzdoom support all the features that Zdoom 0.96x supports? Like the weapons and stuff.TheDarkArchon wrote:That's definitely ZDoom 2.0.96x: GZDoom would look less jaggy.
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EDIT:
Here's the updated resource wad. There are a bunch of textures that i added, though I still cant find any good liting effects other than fires. There are a few patches that i did not put into the Textures lump yet (they were made from the blood resource pack Tomentor sent me), and will not be until I see how well they fit into my mod first.
Download Link: http://rapidshare.de/files/11828084/DE-MAIN.zip.html
Last edited by Amuscaria on Wed Jan 25, 2006 3:18 pm, edited 1 time in total.
- wildweasel
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Not necessarily. If you don't abuse it, stacked sectors work great for simple 3-d constructs like stacked bars in the ceiling, grates that you can see through, 3-d scrolling skies, etc.Phobus wrote:Looks like 3-D floors to me, mainly because I'm not fulyl aware of what stacked sectors are capable of aside from making editing complex ceilings and floors easier than it would otherwise be, and slowing down the framerate a helluva lot.
Though to be honest, GZDoom's 3-d floors pwns me. =)
You guys keep talking about stacked sectors. I was wondering, what excactly is it. Until now, I thought its just 1 sector with another sector inside it that is the samesize without having ti's vertexes stiched. But i have a feeling i'm mistaken.Nash wrote:Not necessarily. If you don't abuse it, stacked sectors work great for simple 3-d constructs like stacked bars in the ceiling, grates that you can see through, 3-d scrolling skies, etc.Phobus wrote:Looks like 3-D floors to me, mainly because I'm not fulyl aware of what stacked sectors are capable of aside from making editing complex ceilings and floors easier than it would otherwise be, and slowing down the framerate a helluva lot.
Though to be honest, GZDoom's 3-d floors pwns me. =)

