Something I’ve long wanted to do. As a result of improving existing EDGE slopes, but then later adding vertex heights might have borked them (UDMF).
@Lobo: I’ll start looking into it! Is there a way you can create a map with UDM slopes to test that piece as well?
Search found 387 matches
- Wed Nov 11, 2020 7:54 am
- Forum: Bug Reports
- Topic: Slopes cause odd slow down of player movement
- Replies: 1
- Views: 301
- Gender:
- Thu Nov 05, 2020 10:28 pm
- Forum: Fixed Bugs
- Topic: [Fixed] ACTIVATE_LINETYPE Teleports cause crash
- Replies: 1
- Views: 421
- Gender:
- Tue Nov 03, 2020 8:19 pm
- Forum: Fixed Bugs
- Topic: [FIXED] Colormapped sector issue
- Replies: 12
- Views: 2842
- Gender:
- Tue Nov 03, 2020 8:18 pm
- Forum: Fixed Bugs
- Topic: [FIXED] Doom2 Map05: TAG 9 bug
- Replies: 6
- Views: 851
- Gender:
- Sun Oct 18, 2020 3:05 pm
- Forum: Bug Reports
- Topic: [ACCEPTED] SLIDER.SFX_OPEN ignored when monsters use door
- Replies: 1
- Views: 325
- Gender:
[ACCEPTED]: SLIDER.SFX_OPEN ignored when monsters use door
Will add the ability for this to be triggered by other mobjs.
- Sun Oct 18, 2020 3:04 pm
- Forum: Feature Suggestions
- Topic: New Levels.ddf special: DLIGHTS
- Replies: 1
- Views: 377
- Gender:
[ACCEPTED]: New Levels.ddf special: DLIGHTS
I can do that. We already have global definitions to change the lighting levels, so this shouldn’t be too convoluted.
- Sun Oct 18, 2020 3:02 pm
- Forum: Fixed Bugs
- Topic: [FIXED] Doom2 Map05: TAG 9 bug
- Replies: 6
- Views: 851
- Gender:
Re: Doom2 Map05: TAG 9 bug
I can do this. As long as map authors who develop for EDGE and have MaP05 remember that this is in the base doom_ddf definitions I don’t see a problem with it. Might want to add additional tag information for SP/MP/etc...I’ll play around with it. @Lobo: if you have time, open a PR on GitHub with the...
- Sun Oct 18, 2020 3:00 pm
- Forum: Bug Reports
- Topic: STYLES.DDF does not affect RTS Menus or tips.
- Replies: 1
- Views: 308
- Gender:
Re: STYLES.DDF does not affect RTS Menus or tips.
This initially was a limitation of how old menus were coded into RTS. RTS_MENU, IIRC. I’d much rather move that menu definition code into COAL.. I’ll see about updating those with RTS. Ideally I want to move the entire menu sub-system over to COAL, in much the same way QuakeC manages its menu system...
- Sat Oct 03, 2020 9:38 am
- Forum: Fixed Bugs
- Topic: [FIXED] Colormapped sector issue
- Replies: 12
- Views: 2842
- Gender:
Re: Colormapped sector issue
Okay I think I know what happened - we have three separate shader systems. One is the legacy dynamic light/image/color blends, one is the system from an older version of GZDoom, and the third is the Normal/Specular dynamic light/image/color system. There was something that I had requested long ago f...
- Sat Oct 03, 2020 9:33 am
- Forum: Bug Reports
- Topic: Status bar, black space.
- Replies: 1
- Views: 394
- Gender:
Re: Status bar, black space.
This is indeed a side effect with post processing, specifically the Lens Distortion shader or something like perspective correction... (if I’m thinking of the right ones... haven’t slept in 2 days). Or it might be “r_stretchworld” or something along those lines. I’m going to implement a simple clear...