Sergeant_Mark_IV wrote:video
Oh my.. that is some awesome epic piece of work there! Even handling sprites are smooth. I'll be sure to use this as a basic driving model in the future.. if you don't mind ofcourse.
MetroidJunkie, wildweasel ,Arch, Nash, ibm5155 wrote:posts about weather, day/night cycle
I thought of making permanent day/night cycle for all players. Those with lags will have no dynamic lights, but more perceptible brightness level change(map) and probably those sectors where dynamic lights were supposed to be. However, with dynlights or without them I don't see the difference in perfomance. I'm just saying.
Which is good. I can also understand wildweasel's point about the city's atmosphere at night time, I personally think it'll be too flatly. What if daytime would always have some kind of strange feeling like
here or
here to fit the setting?
On the other note 1texture method is better. Separated textures over a bulding caused much more lags indeed.
Nash wrote:It requires map editing because of the skybox. It's not possible in ZDoom to merge geometry from 2 different maps/WADs in real-time.
Skybox is a must be, to make sky look dynamic of some sort(flying planes, clouds and fog, sun moving from east to west, rain(because rain on a city map causes increadable lag, tested), etc).
Good news I just noticed that city is around 20% made(compared to original map),and 1% of overall progress.
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EDIT: or if I use A_LookEx to toggle on only certain dynlights near player?