added a few missing statusbar constants. let the CSV parser for the string table handle hex escapes. added proper string labels for Doom 2 episodes. pick the proper dot for cutting off the extension in ExtractFileBase. never run the shader timer on the 0th frame. moved the handling of ending PowerWeaponLevel2 into PlayerPawn.Tick and restored the immediate weapon switch. tweaked Hexen's weapon pieces so they do not floatbob into the floor with the hardware renderer. fixed: explicit float to int casts should not emit truncation warnings. do not use M_EPI1 and M_EPI2 in any Doom 2 context. use stb-image to handle PNGs with 16 bit color channels. change switch checking back to vanilla order. gave the Raven invulnerability items the BIGPOWERUP flag to ensure proper respawning behavior. strip trailing spaces off the lines for intermission texts. fixed return type of Actor.GetCVarString() As this is basically how a single sector is rendered anyway, they don't use a large amount of resources, so this should be the preferred method of creating multi-level structures, as opposed to using the resource-intensive portals.2 years ago - Account for portals when spawning missiles in A_FireBullets/A_CustomBulletAttack For optimization purposes, it is important to understand that this effect works by creating new visplanes to be rendered in the sectors which have the tag.Actor hits floor / ceiling doesn't work on Swimmable 3D Floors due to a limitation.If the control sector has a fade color, it will be used as the palette blend within and underneath the 3D floor.TERRAIN-based damage and friction are transferred as well. Sector damage on the control sector is transferred to the target sectors.But due to the way the Doom engine is doing this, it does not work for the Vavoom-type! 3D floors can move up and down by moving the model sector's floor and ceiling.A same sector cannot have both a 3D floor and a Transfer_Heights effect.Translucent 3D floors may create glitches in the display of XY-billboarded sprites.Odd results may happen if they are not aligned. When making a sloped 3D sector make sure that the control sectors are aligned with the in-game sectors on the editing grid.They can be either sloped or translucent, not both. Sloped translucent 3D floors cannot be defined.Sloped 3D floors are not available in the software renderer.1024: Resets lighting effects created by 3D floors above this 3D floor.Applies control sector's fade color to the area below this 3D floor. 64: Renders the 3D floor using additive translucency.32: Uses a sidedef's lower texture to draw the sides of the 3D floor instead of the transfer linedef's mid texture.16: Uses a sidedef's upper texture to draw the sides of the 3D floor instead of the transfer linedef's mid texture.8: Ignores the bottom height of the model sector and draws top and bottom of the 3D floor at the model sector's ceiling height.This flag is not implemented in the software renderer and currently produces undefined results! Also tints the view when inside and below this 3D floor, depending on the lighting settings for the 3D floor. Fills all 3D floor surfaces with solid color using control sector's fade color. Logically this is only useful if the 3D floor is not solid. 2: Restricts the lighting properties into the area between the 3D floor's top and bottom.1: Disables any lighting effects created by this 3D floor.You can shoot through solid 3D floors but not through non-solid ones. 32: If you add 32 to the type the shootability rules will be inverted.Monsters can see through solid 3D floors but not through non-solid ones.
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