Good news!

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Moderator: Graf Zahl

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Graf Zahl
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Good news!

Post by Graf Zahl »

I finally found the cause for the problem with walking on sloped 3D-floors. In the next version that should be fully functional. :)
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wildweasel
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Post by wildweasel »

Sweet!
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Post by Phoenix »

awesome! :)
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solarsnowfall
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Post by solarsnowfall »

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?
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Graf Zahl
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Post by Graf Zahl »

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.
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solarsnowfall
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Post by solarsnowfall »

Graf Zahl wrote:Maybe next week, maybe next month.
I'm just glad to hear you've got room on your plate for it.
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Cutmanmike
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Post by Cutmanmike »

Joy I say!
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ellmo
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Re: Good news!

Post by ellmo »

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
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BlazingPhoenix
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Post by BlazingPhoenix »

*drools* sloped 3d floors..... *prepares a test map just in case*
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Post by Nuxius »

This emoticon best describes my thoughts:

Image
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Paul
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Post by Paul »

=D>
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Post by justin023 »

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.
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Cutmanmike
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Post by Cutmanmike »

Now if only I could figure out how to do slopes with 3d floors..
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ellmo
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Post by ellmo »

It's simple. You just have to slope floor/ceiling at the remote sector, that transfers 3D_heights into the real sectors... geddit?
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solarsnowfall
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Post by solarsnowfall »

And make sure your control sectors line up properly to transfer the slopes. Example.
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