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Line type 161?
Posted: Fri Jul 14, 2006 19:52
by Nash
I haven't seen this documented anywhere. What does this line type do?
Posted: Fri Jul 14, 2006 20:52
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?
Posted: Fri Jul 14, 2006 21:22
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.
Posted: Fri Jul 14, 2006 21:27
by Nash
It's a GZDoom-related feature. I found it in the GZDoom game configs from SLADE.
Posted: Sat Jul 15, 2006 0:51
by Graf Zahl
Sure. But only so that Vavoom maps can be played. I strongly recommend not to use it in GZDoom maps.
Posted: Sat Jul 15, 2006 8:13
by solarsnowfall
Yes, GZDoom style 3d floors are far superior.
Posted: Sat Jul 15, 2006 15:25
by Boingo the Clown
Do you mean 3D floors that work specifically with GZDooM, or the Legacy 3D floors, which GZDooM supports?
Posted: Sat Jul 15, 2006 15:30
by Alter
He means Gzdoom's 3d floors because they're far superior than legacy or vavoom 3d floors
Posted: Sat Jul 15, 2006 16:15
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.
Posted: Sat Jul 15, 2006 20:27
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