Running into a small anomaly with Tormenter's Stronghold mod
Running into a small anomaly with Tormenter's Stronghold mod
Anytime I try to start it up in Software mode for single player, I run into this:
https://imgur.com/a/wxAGw
(Don't mind Samsarahold, it happens regardless vanilla or not)But if I connect to a server, skyboxes are completely normal. Edit: NOPE, this is a concurrent issue regardless of sp/online play. I'll assume it was something changed in GZDoom. Fucking hell.
No OpenGL is never an option for me still, so that's automatically out the window.
https://imgur.com/a/wxAGw
(Don't mind Samsarahold, it happens regardless vanilla or not)But if I connect to a server, skyboxes are completely normal. Edit: NOPE, this is a concurrent issue regardless of sp/online play. I'll assume it was something changed in GZDoom. Fucking hell.
No OpenGL is never an option for me still, so that's automatically out the window.
Re: Running into a small anomaly with Tormenter's Stronghold mod
I'm not sure if this is why it doesn't work in software but Stronghold may have used an "OpenGL skybox" in that map: https://zdoom.org/wiki/Skybox#OpenGL_skyboxes
Re: Running into a small anomaly with Tormenter's Stronghold mod
Yeah skyboxes defined in GLDEFS don't work in software renderer.
For now just type:
in the consol at the start of every map.
After you get sick of that sky try:
and
They are not tiled well but at least they are better than that checkerboard.
For now just type:
Code: Select all
changesky TNT2_N
After you get sick of that sky try:
Code: Select all
changesky ORBIT_N
and
Code: Select all
changesky MID_N
Re: Running into a small anomaly with Tormenter's Stronghold mod
yeah it's because of the 3d skybox cube
IMO software should just use the "top" texture of the cube and just tile it.
IMO software should just use the "top" texture of the cube and just tile it.
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Re: Running into a small anomaly with Tormenter's Stronghold mod
Or maybe it could use the sides, and treat them like one long texture.Ænima wrote:yeah it's because of the 3d skybox cube
IMO software should just use the "top" texture of the cube and just tile it.
"For the world is hollow, and I have touched the sky."
Re: Running into a small anomaly with Tormenter's Stronghold mod
Or it could emulate the entire thing as a cube sector which contains all those sides as flats/textures with a SkyViewpoint actor inside of it.
Re: Running into a small anomaly with Tormenter's Stronghold mod
But they used to work, kinda. Not the way they were designed to but whichever version 2.1.2 of Zandy used based off GZDoom it still got ahold of one of the skybox texture files to render instead of nulling it completely.
Re: Running into a small anomaly with Tormenter's Stronghold mod
It's probably just based zdoom devs changing how things work out of the blue again.