![]() ![]() Don't warn about UDMF comments or user fields handle empty command names when getting key binds Allow ACS SpawnDecal zoffset and distance args to be fixed point Expose level_info_t to scripting + helper functions. Add sprite shadows for the software renderer Add sprite shadows for the hardware renderer ![]() Default Heretic's, Hexen's and Strife's default screen wipe styles to match their original counterparts. Made OptionMenuSliderBase::IsGrayed virtual Allow settable render styles for status bar drawing functions DrawTexture, DrawImage and DrawString Don't print the weapon tag if the game is paused `vid_allowtrueultrawide` is now placed in game-specific config, instead of global. change `vid_allowtrueultrawide` -1 allows for any arbitrary ratio for hud aspects, 0 changed to old behavior (max 16:9), 1 changed to old behavior except at 21:9, 1 is now the default. PushV function for int and string arrays. Screen.ClearScreen and Screen.SetScreenFade script exports. make `DI_ALPHAMAPPED` change the style to `STYLE_Shaded` in the status bar drawer give the first 16 DEHEXTRA states proper content. SDL: Report Vulkan initialization errors make the title music only play once, unless a real demo is successfully played. fixed: The PrisonPass's TryPickup method did not properly report successful pickup. This was still checking the sector special even though this had been reactored 5 years ago. fixed A_CheckTerrain's check for instant death sectors. don't display keys on the HUD in deathmatch. 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() You can run this map only on gzdoom you also have to open light shadowmaps feature (its off by default), you can find it at Options > Display Options > Dynamic Light Options.Īlso the first button that gets you to outside isn't working due to Light Shadowmaps'es nature but don't worry you can get to outside from the back door.Īnd obviously you need doom1 iwad for this.2 years ago - Account for portals when spawning missiles in A_FireBullets/A_CustomBulletAttack So let’s get to the technical parts shall we? Of course because of how doom is rendered, the 3d lights version cause some serious frame drops at some parts such as the last 2 rooms so in a way these two versions of the map I made are literally show offs and I never intend on making the other levels of doom. I really was fascinated with the 3d ceiling lights idea of “CR4ZZY D Productions” so I wanted to mix my gl lights idea with his idea from the second I saw his video. So I done gl version in a day and made an extra 3d ceiling lights version of it. But after I done with psx style e1m1 I said that maybe I come back to this idea and find a way around these difficulties. I started this project months before I created the colored e1m1 but after 3 days of working around it I just abandon it because of some difficulties and because of how new at map making in doom I was. Yet im here for showing the potential of light shadowmaps on classic doom level e1m1 with this map. Also because of all the dynamic lights in gzdoom are sphere lights and they don’t support directional lights (at least in my knowledge) it can be really annoying to work around with some shadow effects. The lights penetrate through doors or elevators that are possible to move even though they actually are in a closed state. Because of its kind of in an early state it does not support moving objects such as doors and elevators. It’s really underrated but that’s for a reason, it’s quite the pain in the stuff. So unlike the other one this mod uses gzdooms open gl feature called light shadowmaps.įor explaining in the shortest way light shadowmaps are pre calculated shadows for dynamic lights. You may or may not know that I created a map before this about e1m1 with psx like colors this one is kind of a follow up for it. Hi, it’s me again, I’m gonna do some boring talk so if you don’t want to read that please skip the parts with italic font and just read the parts with bold font. ![]()
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