GZDoom Test Map

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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WastedYouth
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GZDoom Test Map

Post by WastedYouth » Thu Sep 01, 2005 4:16

Well, I created a map to test out the features and I thought I would share it with everybody.
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3Dmap.zip
GZDoom Test Map
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wildweasel
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Post by wildweasel » Thu Sep 01, 2005 5:05

I notice it's very difficult to get from the sloped floor to the lowest 3D floor. Engine bug, or map bug?

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BetaSword
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Post by BetaSword » Thu Sep 01, 2005 5:16

I'm guessing engine bug, cause Graf said before that he still had to get sloped 3D floors in good working order.

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WastedYouth
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Post by WastedYouth » Thu Sep 01, 2005 5:58

Yeah, I'm guessing that too.

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Graf Zahl
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Post by Graf Zahl » Thu Sep 01, 2005 10:12

This is a problem with ZDoom's slope code which simply assumes that the slope is the floor of the sector. Now for the problem: I'd have to rewrite a significant chunk of code to make it work. But considering that most of this code has changed massively in the upcoming 2.1.0 version I'd have to do it all over again when that code gets released as a stable version. So for now I have to restrict sloped 3D floors to purely decorative purposes.

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