[Since release] Duke3D/RR: No fading in intros
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Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
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[Since release] Duke3D/RR: No fading in intros
Never thought much of it, but seeing Exhumed's fade-in and fade-out made me realise that this is missing from Duke3D and RR games as well.
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- Lead GZDoom+Raze Developer
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Re: [Since release] Duke3D/RR: No fading in intros
This will probably take a while longer. One thing the engine desperately needs is untangling of the multitude of render loops so that the console can work everywhere. But before doing that there's a few other things that need to be taken care of:
- get the games running on GZDoom's backend
- get the menu to work wizh GZDoom's fully updated ZScript code
- find a way to play Ion Fury's cutscenes without creating a mess of nested render loops-
- get the games running on GZDoom's backend
- get the menu to work wizh GZDoom's fully updated ZScript code
- find a way to play Ion Fury's cutscenes without creating a mess of nested render loops-
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Re: [Since release] Duke3D/RR: No fading in intros
Could this also be related? - viewtopic.php?f=340&t=68961Graf Zahl wrote:so that the console can work everywhere.
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Re: [Since release] Duke3D/RR: No fading in intros
Updated that thread for youlowskill. wrote:Could this also be related? - viewtopic.php?f=340&t=68961Graf Zahl wrote:so that the console can work everywhere.
Much apprecation for the continued efforts to get IF going nicely, even though it's probably lower on the totum poleGraf Zahl wrote:- find a way to play Ion Fury's cutscenes without creating a mess of nested render loops-