You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I've been quite busy as of late leading an unofficial sequel Hell Revealed I and II sequel Hell Revealations.
Anyway, as always when I release a project, I tend to follow up on Doom Retro misbehaving again. :P
I'm back with a certain feature request that seems like it would be pretty simple to do. Hell Revealations (like the wads it is based on) tends to use alot of invisible sectors to emulate bridges and the like.
I think that the liquid bobbing of Doom Retro is pretty cool, but I've also noticed that it gets applied to these sectors as well, which doesn't make alot of sense. When mappers tend to create setups using self-referencing sectors, they tend to not pay attention to what the ceiling and floor flats are, since they are not rendered. It seems like a simple fix to just check if a sector is self-referencing and exclude it from liquid bobbing. This would also fix alot of legacy wads that include these kind of sectors, which will probably never receive an update.
If you are confused on what self-referencing sectors are, they are a fake sector in which the front and back linedefs reference the same sector, while also being surrounded by another sector.
The text was updated successfully, but these errors were encountered:
Hello again! Yeah, it's been a while. DR actually does check if a sector is self-referencing (see P_FindSelfReferencingSectors() in p_setup.c), but the conditions of what it considers as self-referencing has evolved over time to try to also accommodate for certain situations (the overhanging vine midtextures in valiant.wad for instance). Could you point me in the direction of the problem maps/sectors in HRs.wad, and I'll see if I can make this check more robust?
Hey Brad!
Long time, no see! :)
I've been quite busy as of late leading an unofficial sequel Hell Revealed I and II sequel Hell Revealations.
Anyway, as always when I release a project, I tend to follow up on Doom Retro misbehaving again. :P
I'm back with a certain feature request that seems like it would be pretty simple to do. Hell Revealations (like the wads it is based on) tends to use alot of invisible sectors to emulate bridges and the like.
I think that the liquid bobbing of Doom Retro is pretty cool, but I've also noticed that it gets applied to these sectors as well, which doesn't make alot of sense. When mappers tend to create setups using self-referencing sectors, they tend to not pay attention to what the ceiling and floor flats are, since they are not rendered. It seems like a simple fix to just check if a sector is self-referencing and exclude it from liquid bobbing. This would also fix alot of legacy wads that include these kind of sectors, which will probably never receive an update.
If you are confused on what self-referencing sectors are, they are a fake sector in which the front and back linedefs reference the same sector, while also being surrounded by another sector.
The text was updated successfully, but these errors were encountered: