[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.8637696 [View]
File: 2.84 MB, 640x480, poly.gif [View same] [iqdb] [saucenao] [google]
8637696

Recently dsda-doom has been adding support for the doom in hexen format which allows for, among other things, polyobjects. Unfortunately relevant wad lumps are not supported yet which kind of limits what you can do with them. You can sort of replace acs scripting with voodoo scripting, but they're still always silent due to the lack of sndseq. There are also some discrepancies with how gzdoom treats them that would further limit their use here. Enemy line of sight checks and archvile attacks pass through them for instance and sliding doors in particular can be permanently stuck slightly open if the player blocks them as soon as they start to close. They are also prone to rendering problems even when using a "polyobject aware" nodebuilder. I'm not sure if this will be adjusted since it may be accurate to how hexen originally handled them and dsda's meant to be an accurate port.
Here's a tiny map I made while experimenting with the features. Dsda-doom Version 24.0 and up complevel21 (the only one that supoprts Doom in Hexen)
https://files.catbox.moe/q6lz48.wad

Navigation
View posts[+24][+48][+96]