DanM, on Nov 3 2010, 01:18 PM, said:
a rather cool screenshot, i was spawning cars in game and because they have blocking they stack, so in honour of helixhorned momentous acheivement, a helix of porches reaching the heavens themselves!
eduke32_...12_56_05.png
Haha, a DNA strang made of cars. Thanks, dude!
Plagman, on Nov 1 2010, 11:15 PM, said:
I don't believe RoR can be achieved using Polymer right now, either through the RoR SEs or through CON coding, because they're multi-pass based and Polymer clears the whole screen at the top of drawrooms(). Fixing it would require a little work, but it's something I have planned (that would also benefit stuff like handling multiple skies and some sky clipping problem behaviors). Something that I also have planned is to make RoR more of a first-class feature instead of having to rely on SEs and multiple passes, since Polymer is perfectly able of rendering multiple levels in one pass. The renderer work is minimal, but the editor would need some work to allow editing stacked levels instead of working on an exploded version of the map.
That sounds great! How general do you plan the ROR system to be? I was thinking, if connecting
sloped floors and ceilings were disallowed, there would be no need at all for a new format -- we could simply use the [ceiling,floor]heinum members for sector indices whenever the corresponding (cstat & 2) would be 0. The map version number would need to be incremented, though. This way, I could work on the editor side of ROR ahead of time.