Sat Dec 21, 2019 2:30 am
I just completed D of levels. I should have guessed that this would be the letter with the most files...
Sat Dec 21, 2019 2:33 am
There are quite a few starting from W too, since a lot of threads are prefixed "WIP", but not all of them have download links.
Sat Dec 21, 2019 2:36 am
I noticed that, too, lots and lots of dead links or vaporware threads.
Sat Dec 21, 2019 2:52 am
I'm starting with TCs, from A to C.
Sat Dec 21, 2019 4:37 am
Levels VWXYZ is done, please update the first post (I edited my original post after I'd finished uploading everything). I have more free time now and I'll now do Levels S to U. I will edit this post as soon as I'm done.Upd:
Done, everything's been uploaded.
Last edited by Player701 on Sat Dec 21, 2019 5:54 am, edited 1 time in total.
Sat Dec 21, 2019 4:37 am
Done with 0ABC TCs, taking DEF.
Sat Dec 21, 2019 4:51 am
Levels E-J are also done now.
Sat Dec 21, 2019 5:55 am
Levels STU done, will do OPQR now, and that's probably enough for me for today.
Upd: Levels OPQR done, everything's been uploaded.
Sat Dec 21, 2019 7:43 am
Thanks, I think you can start on the back of TCs then, tomorrow. I think I'll manage K-N today to finish the Levels subforum.
Sat Dec 21, 2019 7:46 am
OK, though not sure if I'll have a lot of time tomorrow, but maybe there will be some in the morning.
Sat Dec 21, 2019 7:58 am
Gameplay mods B is uploaded. Will do C tomorrow.
Sat Dec 21, 2019 8:59 am
D to F TCs uploaded.
Sat Dec 21, 2019 9:18 am
I already started checking out the /idgames content. One thing I can already say is that the UDMF scaling options on linedefs will have to default to scaled size. Not only has this feature been used extensively, changing it would also break editors. But that's not really an issue because in this case the scale is a property of the map, not the texture. The scaling factor can just be applied on map load so that the renderer won't have to deal with it after loading the map. It just needs to be consistent, there is no need to alter the way this works. This this can only become an issue when being combined with hires textures, but considering that its purpose is to avoid defining hires textures, the number of maps combining both is probably very small.
Sat Dec 21, 2019 9:28 am
Graf Zahl wrote:This this can only become an issue when being combined with hires textures, but considering that its purpose is to avoid defining hires textures, the number of maps combining both is probably very small.
Can I get a bit of clarification on what's being said here?
I have quite a few textures that are hi-res (defined via the old method using the TEXTURE1 lump and using world offsets). Many of these are logos and other signs that work well in hi-res because it makes them more readable. The textures are generally scaled to sensible Doom sizes (128x128, 64x64, 32x32 etc) but every now and then i need to put them somewhere that is a non standard size - e.g. on a 48x48 wall.
So, if I have a 256x256 graphic that is scaled to act like a 64x64 texture but I then place it inside a 48x48 alcove and scale it to fit using UDMF scale factors, will it still work as intended?
Sat Dec 21, 2019 9:38 am
Problems will only occur if you use panning on top of the scaling. The combination of per-sidedef scaling, texture scaling and panning is really the biggest issue here. As long as there is no panning, there's nothing to worry.
The thing here is, the more special cases I need to preserve the less I can sanitize the code. However, if all your textures are explicitly defined to use world panning, they should continue to work, the real problems are those that happen if the panning mode is not explicit and inferred by secondary properties which mappers often tend to overlook because they are not obvious.
That's why I need to find as many maps as possible that use these toxic combinations that cause the processing problems in the renderer so that I can see how to compatibility-option this stuff and get it out of the render logic.
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