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Rotating a 360° Skybox

Posted: Thu Apr 20, 2006 16:41
by Tormentor667
I don't actually know it and didn't find anything in the documntation thats why I ask: How can I scroll a 360° skybox (the one with the N,W,S,E,B,T)? For example just scrolling horizontally or even both possible directions so you feel just like in "Facing Worlds" of UT, on a asteroid floating in the space void?!

Posted: Thu Apr 20, 2006 16:57
by Graf Zahl
The normal sky scroll option in MAPINFO can be used for horizontal rotation.

Posted: Thu Apr 20, 2006 19:12
by Tormentor667
So no vertical scrolling? To make the map look like an Unreal Tournemant "Facing Worlds"? If not, could you add this for the next version of GZDoom? I really would need something like this for my "Sapphire" map! :)

Posted: Fri Apr 21, 2006 12:40
by Cutmanmike
Zdoom has never had Vertical Scrolling skies, although I wish it did.

Posted: Fri Apr 21, 2006 17:24
by Tormentor667
Cutmanmike wrote:Zdoom has never had Vertical Scrolling skies, although I wish it did.
Yeah, true, but this is GZDoom and the 360° Skybox :) If it is possible in Unreal/Unreal Tournament, it should not be too hard to implement it in GZDoom... and it would be soooo coool :)

Posted: Fri Apr 21, 2006 18:07
by Graf Zahl
It wouldn't be hard. Add just another rotation operation to the matrix. I'll consider it for the next version but to be honest, I have been so busy with keeping up with ZDoom the last 2 weeks that I haven't done any real work on GZDoom itself.
I'll probably wait with the next release until ZDoom 2.0.99 is done anyway.

Posted: Fri Apr 21, 2006 19:45
by Enjay
Graf Zahl wrote:I'll probably wait with the next release until ZDoom 2.0.99 is done anyway.
Any idea how long that will be? I see that you have been doing a power of work with Zdoom, and Randy has been active too, so I'm hoping not long. It's just that there are a couple of little annoyances in the current GZdoom that I'd like to see the back of and I know they have been already been fixed.

But, in your (and Randy's) own good time, of course. I realise you are both busy people. I just wondered if there was any "feel" for how far away a new version was.

Posted: Fri Apr 21, 2006 21:43
by Graf Zahl
I'm sorry but I have no idea when Randy considers the code good enough for release. But GZDoom at the moment for sure is not. I still have to port a significant amount of code from ZDoom, then check that I got everything and then playtest it for myself. The changes are so extensive that I won't release anything without making sure first that it works well.

But regarding ZDoom's bug reports, there isn't much I can do anymore. Many of the remaining reports are strange occurences that are probably untraceable so most of what's left is up to Randy.

Posted: Fri Apr 21, 2006 23:42
by Enjay
OK, well thanks for the "situation report" anyway.

Posted: Sat Apr 22, 2006 15:47
by BlackFish
admittingly It'd be interesting to see what would happen with this sort of thing.

Posted: Sat Apr 22, 2006 23:03
by solarsnowfall
Graf Zahl wrote:I still have to port a significant amount of code from ZDoom...
Dare I ask it? Does this significant amount of code include the floating point stuff?

Posted: Sat Apr 22, 2006 23:34
by Graf Zahl
No.

Posted: Sun Apr 23, 2006 16:56
by Tormentor667
So will this be included in the new GZDoom version? I really would like to use it in my "Sapphire" map :)

Posted: Sun Apr 23, 2006 17:03
by Graf Zahl
Either 1.0.05 (unlikely) or 1.0.06 (more likely.)

Posted: Mon Apr 24, 2006 3:29
by Tormentor667
Might be okay, as Sapphire will be released in about 1 or 2 months, so enough GZDooms should pass since then, thx ;)