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Reputation: 747 My posts turn threads into gold
Group:
Super Moderator
Active Posts:
531 (0.15 per day)
Most Active In:
Everything EDuke32 (140 posts)
Joined:
11-July 09
Profile Views:
13,722
Last Active:
User is offline Dec 06 2018 03:14 AM
Currently:
Offline

My Information

Age:
29 years old
Birthday:
October 21, 1989
Gender:
Male Male
Location:
finland

Contact Information

E-mail:
Private
Skype:
Skype  max.ylitalo

Posts I've Made

  1. In Topic: Detailed SE compatibility table?

    29 November 2018 - 09:00 AM

    hehe... had to play the map and I think I see what you did there.. Surprised that it works as well as it does. Love some good parallax sky abuse tricks.
  2. In Topic: What are you working on for Duke right now?

    25 November 2018 - 03:47 AM

    OpenGL does a better job of handling priorities, not amazing but sector boundary culling works a bit differently from what I have seen, a bit more forgiving in polymost. I don't have any example cases right now but this is often seen as parts of sprite disappearing due to some wall corner being nearby. Also applies to stuff like wall aligned sprites clipping through floor aligned other sprites some times iirc.
  3. In Topic: What are you working on for Duke right now?

    24 November 2018 - 10:18 AM

    Oh yeah, and to enable it, type this in console: script_expertmode 1
  4. In Topic: What are you working on for Duke right now?

    24 November 2018 - 10:17 AM

    expertmode disables safeguards, which allows you to put sprites in sectors they are not in.
    i.e. if you have a small sector and a bigger sprite on it, you can make the sprite logically be in different sectors but visually in that tiny sector. This prevents the sprite from disappearing when you're looking at the sprite but can't see the tiny sector.
    Other option it allows is to join non-neighbouring sectors, one useful feature is allowing bogus firstwalls. Got some videos about this (man, 3 years already :P )

    (whole lid shares a firstwall that gives it identical properties)

    These both abuse expertmode a bit.
    I some times use it to pull off complicated slope shapes that are split in to tiny sectors.


    As for an answer to your question, it varies wildly. Usually having sprites next to other sprites is asking for trouble so watching that ceiling work at odd angles might cause priority glitching.
  5. In Topic: What are you working on for Duke right now?

    24 November 2018 - 06:23 AM

    Nice!
    How does it work in classic tho? Those 6 ceiling tiles might disappear if you're not looking at the correct sectors. Did you use expertmode to get around it ?

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