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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000337 | Zandronum | [All Projects] Suggestion | public | 2011-03-19 17:16 | 2018-09-30 20:08 | ||||
Reporter | Dusk | ||||||||
Assigned To | Torr Samaho | ||||||||
Priority | normal | Severity | minor | Reproducibility | N/A | ||||
Status | closed | Resolution | fixed | ||||||
Platform | OS | OS Version | |||||||
Product Version | 98d | ||||||||
Target Version | Fixed in Version | 1.0 | |||||||
Summary | 0000337: Make software 3D floor warning not shown if all 3D floors are invisible | ||||||||
Description | While software 3D floors aren't yet in Skulltag (and face it, they won't be available for a while), the physics are available for both renderers. So, the physics could be done with an invisible 3D floor, while the appearance could be done with middle textures. 3D floors have the nice features of blocking monster sight, hitscan attacks and projectiles, while 3D midtextures do not block hitscans or monster sight at all and projectiles only when they hit the mid texture - 3D floors won't let anything through. However, the only problem with this is that even when the 3D floors are explicitly defined invisible with opacity argument being 0, the extremely large, red "This map uses 3D floors that are invisible in the software renderer" gets displayed. Aside from that, the 3D floors work perfectly. So my proposal is that if all 3D floors are explicitly defined as invisible with the alpha parameter being 0, the warning message wouldn't be printed. | ||||||||
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Dusk (developer) 2011-03-19 17:18 |
I'll also note one more use with invisible 3D floors - they can be used to make highly detailed floors behave as if they were completely flat. Jumping tends to be somewhat a pain when running on uneven ground. |
unknownna (updater) 2011-03-19 18:50 |
> Jumping tends to be somewhat a pain when running on uneven ground. There's a new jump behavior in (G)ZDoom. The jump threshold no longer starts to count when you run around different heights (from higher floor to lower floor) unless you somehow manage to squat, i.e., the player makes a DSOOF sound. This makes it easier to jump when on slopes / stairs / uneven floors. 0000171: backport fixed and improved jumping behavior and a fix in "P_ZMovement" |
kgsws (reporter) 2011-03-31 17:44 edited on: 2011-03-31 17:47 |
it can also be good to force all 3D floors to be invisible in competitive modes instead of not loading them, so competitive maps will at least have 3D physics |
unknownna (updater) 2011-04-04 00:25 |
* Added kgsws' software 3D floors patch. Kudos to him for making a patched based on GZDoom revision 323, that made it easy to apply it to Skulltag. * 3D floors are available in competitive modes now * removed the "no 3D floors in software" warning |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2011-03-19 17:16 | Dusk | New Issue | |
2011-03-19 17:18 | Dusk | Note Added: 0001169 | |
2011-03-19 18:50 | unknownna | Note Added: 0001170 | |
2011-03-31 17:44 | kgsws | Note Added: 0001240 | |
2011-03-31 17:47 | kgsws | Note Edited: 0001240 | View Revisions |
2011-04-04 00:25 | unknownna | Note Added: 0001283 | |
2011-04-04 00:25 | unknownna | Status | new => resolved |
2011-04-04 00:25 | unknownna | Fixed in Version | => 1.0 |
2011-04-04 00:25 | unknownna | Resolution | open => fixed |
2011-04-04 00:25 | unknownna | Assigned To | => Torr Samaho |
2018-09-30 20:08 | Blzut3 | Status | resolved => closed |
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