
Areas 1 and 2 have no 3-D floors, but include a partly transparent "grating" texture with total darkness in the sector behind it. Some of the darkness is bleeding through under the texture and (case 1, upper bleed) at the level of the ceiling of the sector behind.
Area 3 has some 3D floors and if the player turns and catches the view at the right angle or if a gunflash or monster fireball launch occurs, flashes of bright light occur along the edges. The insides of the cavity do indeed have a silver flat and wall texture (the black area in the modified METAL2/RW33_1 texture/patch is an open cavity with a non-blank middle texture).
This WAD and its resources comprise over 10MB, so far too big to upload here; if this isn't enough to go on, I'll try making a cut-down part of the WAD for upload.
Here's the startup log:
Code: Select all
Log started: Thu Mar 09 10:45:49 2006
adding gzdoom.pk3
adding c:/thissite/idraven/doom2190/doom2.wad (2919 lumps)
adding ../badguys/badguys.wad (868 lumps)
adding ./hexonyou.wad (1418 lumps)
adding ./mapinfo.lmp
adding ./dehacked.lmp
adding ./animdefs.lmp
adding ./sndinfo.lmp
adding ./decorate.lmp
adding ./keyconf.lmp
adding C:/WINDOWS/system32/tempmap.wad (1320 lumps)
CPU Speed: 2595.577274 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Pentium(R) 4 CPU 2.60GHz 4 CPU 2.60GHz
Family 15, Model 2, Stepping 7
Features: MMX SSE SSE2
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: MOBILITY RADEON 7500 DDR x86/SSE2
GL_VERSION: 1.3.1010 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_occlusion_query GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_window_pos GL_ATI_envmap_bumpmap GL_ATI_map_object_buffer GL_ATI_texture_env_combine3 GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_EXT_abgr GL_EXT_bgra GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
Occlusion query enabled.
Resolution: 1280 x 1024
Slot 8 cleared
Slot 9 cleared
Init DOOM refresh subsystem.
Patch installed
Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
+MAP01 - The Butchery