Notes |
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(0003520)
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TIHan
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2012-05-01 03:49
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IMHO, we should only have voxels if we updated to a (G)ZDoom revision that had them. So, you might have to wait till we start upgrading to ZDoom revisions. |
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Looks really nice on the video. Would be nice to be implemented in ST.
And I have one question: When will Skulltag update to the latest (G)Zdoom revision? After release of 98e and when working on 0.99? Skulltag's zdoom base is really outdated now and lacks many new Zdoom features (decorate stuff etc..) |
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>
And I have one question: When will Skulltag update to the latest (G)Zdoom revision? After release of 98e and when working on 0.99? Skulltag's zdoom base is really outdated now and lacks many new Zdoom features (decorate stuff etc..)
As far as I know, when all the Bugs get fixed, Torr will start updating. It makes sense since, we should get rid of all the bugs, before we continue updating. |
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(0003544)
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TIHan
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2012-05-01 19:02
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> When will Skulltag update to the latest (G)Zdoom revision? After release of 98e and when working on 0.99?
I can't speak for Torr, but it was discussed that once 98e is released, Skulltag will begin updating to newer revisions. |
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> I can't speak for Torr, but it was discussed that once 98e is released, Skulltag will begin updating to newer revisions.
Yeah. That's exactly what I said :) |
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ROFL voxels. There are still some bugs in the voxel code as reported in zdoom (search 'voxel' in bugs forum). |
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(0003582)
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MP2E
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2012-05-07 07:41
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Bugs in the voxel code in software, doesn't even work in hardware. In fact I recall Graf saying that if he were to add it into GL it would cause major slowdowns and some other issues. Short answer: I doubt it's going to happen until ZDoom/GZDoom find some way to get them working well |
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> I doubt it's going to happen until ZDoom/GZDoom find some way to get them working well
I agree. |
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