Line type 161?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Nash
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Line type 161?

Post by Nash »

I haven't seen this documented anywhere. What does this line type do?
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Phobus
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Post by Phobus »

Well, in DB (Zdoom as Hexen mode) it does nothing. It's an unused linetype. Perhaps it has a purpose in some other port?
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Graf Zahl
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Post by Graf Zahl »

161 is for Vavoom-style 3D floor support only. It is used to define the content of the 3D-floor (water/slime/lava) For new maps it has no real purpose because use of the Vavoom method is discouraged due to its limitations.
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Post by Nash »

It's a GZDoom-related feature. I found it in the GZDoom game configs from SLADE.
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Post by Graf Zahl »

Sure. But only so that Vavoom maps can be played. I strongly recommend not to use it in GZDoom maps.
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Post by solarsnowfall »

Yes, GZDoom style 3d floors are far superior.
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Boingo the Clown
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Post by Boingo the Clown »

Do you mean 3D floors that work specifically with GZDooM, or the Legacy 3D floors, which GZDooM supports?
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Post by Alter »

He means Gzdoom's 3d floors because they're far superior than legacy or vavoom 3d floors
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Post by Graf Zahl »

Isn't that statement a complete contradiction?

In the end they produce all the same internal structures and Legacy 3D floors are mapped directly to the GZDoom definition style. The problem with Vavoom's 3D floors is that

- they require the ceiling of the control sector to be below the floor (which quite effectively makes them static. The engine can't alter the plane heights of such sectors.)
- the 3D floor's contents define a lot of stuff that should be separate, most importantly the underwater blend color.
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Post by Alter »

The vavoom method in setting floor and ceilings need reversed gzdoom method? damn this is strange ceiling under floor it's exactly reverse rendering method which igzdoom 3d floors uses strange but true for me
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