ill impart a little advice myself, when you get to E3M5, assuming you have not gotten there yet, resize your window to a lower setting unless you have a damn good computer...
i went overboard with detail and large areas when i made it
Re: Trying to finish ZPack
Posted: Fri Jan 16, 2009 2:00 pm
by Captain Proof
Well i'm running a decent comp...dual core athalon,2 gigs of ram,Nvidia 6150 le.I guess I'll just have to see what it does.
So when is the next zpack gonna start...I would like to be part of it.
Re: Trying to finish ZPack
Posted: Fri Jan 16, 2009 3:47 pm
by esselfortium
hnsolo77 wrote:ill impart a little advice myself, when you get to E3M5, assuming you have not gotten there yet, resize your window to a lower setting unless you have a damn good computer...
i went overboard with detail and large areas when i made it
I heard reports of extreme lag in this map and I'm pretty sure I know what at least one of the culprits is: One room has a bridge over lava, nearly touching the floor but not quite, made from a big 8x8 grid of midtextures. That's a huge number of segs that have to be drawn from nearly anywhere in the room, and for a bridge that could have easily been made solid with no effect on the layout or gameplay.
Re: Trying to finish ZPack
Posted: Fri Jan 16, 2009 3:51 pm
by Captain Proof
Yeah I noticed that alot of the bridges are using the bridge thing and midtexture effect.Why didn't anyone make use of the set 3d sector effect?I'm not bitching I'm just curious.
Re: Trying to finish ZPack
Posted: Fri Jan 16, 2009 3:56 pm
by hnsolo77
simple, i did not know of this effect, but it looks like ill have to learn it and reduce the segs of that map, to make it more playable, at some point
Draws a 3D floor. Use this with a dummy sector in the same fashion as Transfer_Heights.
The ceiling of the dummy sector will be the floor of the 3D floor and the floor of the dummy sector will be the bottom of the 3d floor. The texture used on this line type will be the texture used for the sides of the 3D floor. The height of the 3D floor will be that of the distance between floor and ceiling.
Parameters
tag: Tag of affected sectors.
type: The type of 3D floor to create.
flags: The flags to apply to the 3D floor.
alpha: Specifies the translucency of the 3D-floor.
hi-tag/line ID: If type has the value 8 added to it this will give the control linedef a line ID. Otherwise this parameter serves as a high-byte for the sector tag in order to allow more than 256 3D floor definitions.
Types:
0: Defines a Vavoom-style 3D-floor. See the Vavoom Wiki for further information.
1: Defines a solid 3D floor.
2: Defines a swimmable 3D 'floor'.
3: Defines a non-solid 3D-floor.
4: If you add 4 to the type the inside will also be rendered. Normally this is only done for liquids. This does not work for the Vavoom type.
16: If you add 16 to the type the visibility rules will be inverted. Monsters can see through solid 3D floors but not through non-solid ones. This does not work for the Vavoom type.
32: If you add 32 to the type the shootability rules will be inverted. You can shoot through solid 3D floors but not through non-solid ones. This does not work for the Vavoom type.
Flags:
1: Disables any lighting effects created by this 3D-floor.
2: Restricts the lighting properties into the area between the 3D floor's top and bottom. Logically this is only useful if the 3D floor is not solid.
4: 'Fog' effect. This is not real fog though, it just draws some translucent colored polygons on the outside of the 3D-floor.
8: Ignores the bottom height of the model sector and draws top and bottom of the 3D floor at the model sector's ceiling height.
16: Uses a sidedef's upper texture to draw the sides of the 3D floor instead of the transfer linedef's mid texture.
32: Uses a sidedef's lower texture to draw the sides of the 3D floor instead of the transfer linedef's mid texture.
64: Renders the 3D floor using additive translucency.
3D floors can move up and down by moving the model sector's floor and ceiling. But due to the way the Doom engine is doing this it does not work for the Vavoom-type!
Important note: Sloped translucent 3D-floors cannot be defined.
When making a sloped 3D sector make sure that the control sectors are aligned with the in-game sectors on the editing grid. Odd results may happen if they are not aligned.
Captain Proof wrote:Yeah I noticed that alot of the bridges are using the bridge thing and midtexture effect.Why didn't anyone make use of the set 3d sector effect?I'm not bitching I'm just curious.
Erm, what? It's ZPack, not GZPack or LegacyPack.
Re: Trying to finish ZPack
Posted: Fri Jan 16, 2009 4:10 pm
by Captain Proof
*Facepalm*
I should have known that.
So when is the next Zpack gonna start?
Re: Trying to finish ZPack
Posted: Fri Jan 16, 2009 4:31 pm
by Remmirath
When we are ready.
Re: Trying to finish ZPack
Posted: Fri Jan 16, 2009 4:32 pm
by Captain Proof
Well lemme know cause I want to be included in the lineup.
Re: Trying to finish ZPack
Posted: Fri Jan 16, 2009 4:34 pm
by Phobus
IMO it will be started in 200never and there's a fair few reasons why. However, if we ever do see another one, I'd be glad to drop a map in (and I promise it'll be appropriate)
Re: Trying to finish ZPack
Posted: Fri Jan 16, 2009 4:40 pm
by Siggi
People weren't that into as mixed a bag as ZPack turned out to be.
Although I doubt it'll ever happen as well as the first one did, I'd love to see another map like the first ZDoom Community Project. Still one of my all time favourite ZDoom maps.
Re: Trying to finish ZPack
Posted: Fri Jan 16, 2009 6:37 pm
by deader-man
i don't get why so many people didn't like zpack. i thought it was very good. my favorite maps ar ee1m1 e1m6 (i like icey themes a lot) e1m8 e2m2 e2m3 e2m5 e3m3 and e3m7. i think a zpack 2 would rock!
Re: Trying to finish ZPack
Posted: Fri Jan 16, 2009 9:08 pm
by Project Shadowcat
Unfortunately, what you think and what everyone else thinks are two completely different opinions.
Me, I'm kind of neutral.
Re: Trying to finish ZPack
Posted: Fri Jan 16, 2009 9:34 pm
by Xaser
I thought it was better than most people made it out to be. Everyone started tooting the 'whoa tormripoff' horn and lots od people jumped on the bandwagon. Many maps have merit, even some of the less prestigious (i.e. non-Vader) ones. ;P