ace wrote:Damn. Oh well. S'pose it can't be changed then.
I suppose I could try and figure out how it was done differently in Cold as Hell (apparently that works and does it differently, plus it provides a more realistic approach anyway). That or just leave it as is and put a warning in the text file saying that that particular area doesn't look nice in GZDoom. Bah, whatever.
Cold as Hell doesn't use stacked sectors. It's a normal map with a horizon that only uses a skybox. That is a construct that works properly. With your combination it is that ceiling and floor get treated as stacked sectors and the wall as horizon. Maybe I find a way to hack around it but right now I'm not quite sure how.
But as long as you've got it (or had it for that matter), any ideas on the bleeding NFICE01 flat above the wings? I have yet to figure out why those in particular are being such a pain in the arse. Probably something trivial too... I know they're just as problematic in GL, just not to the same extent; they only create a minor HOM in GZDoom, and only when you get close up.
Sure. You didn't put a sector stack into those sectors so the ceiling is being rendered normally. You need to put one into each sector bordering on a one-sided linedef to work properly.
Otherwise, it's going to be a bummer to have a camera have to be set up in a way that you get to see the top of the ship at one angle for a split second. I'd rather have a few angles shown before starting the level itself, and most of those angles are broke otherwise. :/
Stacked sectors are highly problematic, especially when you try to do things they are not supposed to handle.