Moderator: Graf Zahl
Graf Zahl
GZDoom Developer
Posts: 7148 Joined: Wed Jul 20, 2005 9:48
Location: Germany
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by Graf Zahl » Tue Nov 01, 2005 23:44
I finally found the cause for the problem with walking on sloped 3D-floors. In the next version that should be fully functional.
wildweasel
DRD Team Admin (Inactive)
Posts: 2132 Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
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by wildweasel » Tue Nov 01, 2005 23:59
Sweet!
Phoenix
Posts: 30 Joined: Wed Aug 31, 2005 8:17
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by Phoenix » Wed Nov 02, 2005 0:08
awesome!
solarsnowfall
Persecution Complex
Posts: 363 Joined: Fri Aug 05, 2005 8:51
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by solarsnowfall » Wed Nov 02, 2005 1:23
Very good to hear!
Because my curiousity is getting the better of me (and I don't mean to be disrespectiful), I have to ask:
Graf Zahl wrote: I have to do a major rewrite of the wall rendering code. It's on my to-do list.
Is this still something for the more distant future?
Graf Zahl
GZDoom Developer
Posts: 7148 Joined: Wed Jul 20, 2005 9:48
Location: Germany
Post
by Graf Zahl » Wed Nov 02, 2005 1:25
Now that walking on sloped floors finally works it's the next thing I want to do. But I can't make any promises about a date. Maybe next week, maybe next month.
solarsnowfall
Persecution Complex
Posts: 363 Joined: Fri Aug 05, 2005 8:51
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by solarsnowfall » Wed Nov 02, 2005 1:32
Graf Zahl wrote: Maybe next week, maybe next month.
I'm just glad to hear you've got room on your plate for it.
Cutmanmike
Posts: 482 Joined: Sat Sep 03, 2005 23:34
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by Cutmanmike » Thu Nov 03, 2005 23:01
Joy I say!
ellmo
DRD Team Admin (Inactive)
Posts: 237 Joined: Thu Jun 30, 2005 13:30
Location: Poland, Poznan
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by ellmo » Fri Nov 04, 2005 3:08
Graf Zahl wrote: I finally found the cause for the problem with walking on sloped 3D-floors. In the next version that should be fully functional.
Holy fu... Holy cow! Yesss!
Praise tha programmer
BlazingPhoenix
Posts: 488 Joined: Sun Aug 28, 2005 5:11
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by BlazingPhoenix » Fri Nov 04, 2005 4:25
*drools* sloped 3d floors..... *prepares a test map just in case*
Nuxius
Posts: 106 Joined: Fri Sep 02, 2005 9:15
Location: Texas
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by Nuxius » Fri Nov 04, 2005 5:04
This emoticon best describes my thoughts:
Paul
DRD Team Admin (Inactive)
Posts: 1058 Joined: Thu Jun 30, 2005 13:30
Location: Poland - Grojec / Radom
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by Paul » Fri Nov 04, 2005 13:13
=D>
justin023
Posts: 165 Joined: Wed Sep 21, 2005 10:51
Location: Illinois
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by justin023 » Fri Nov 04, 2005 15:03
Yes! No more messy invisible sprite bridges. I already have them in 3 out of 4 maps in my project so that is good to know.
Cutmanmike
Posts: 482 Joined: Sat Sep 03, 2005 23:34
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by Cutmanmike » Fri Nov 04, 2005 16:23
Now if only I could figure out how to do slopes with 3d floors..
ellmo
DRD Team Admin (Inactive)
Posts: 237 Joined: Thu Jun 30, 2005 13:30
Location: Poland, Poznan
Post
by ellmo » Fri Nov 04, 2005 16:31
It's simple. You just have to slope floor/ceiling at the remote sector, that transfers 3D_heights into the real sectors... geddit?
solarsnowfall
Persecution Complex
Posts: 363 Joined: Fri Aug 05, 2005 8:51
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by solarsnowfall » Fri Nov 04, 2005 20:13
And make sure your control sectors line up properly to transfer the slopes.
Example .