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Old 10-15-2014   #61
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So, what happens if you try to change the light level of the control sector of the polyobject?
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Old 10-15-2014   #62
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Originally Posted by RedEnchilada View Post

wee
I'm not gonna shed tears like that Prime_2.0 wuss, heh, but I'll admit

I did damn well come close man.

EDIT: How well does it work with midtextures and transparent flats, in any case?
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Old 10-15-2014   #63
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I don't know what you mean by midtextures, since polyobject sides are basically normal segs that render normal midtextures. I just made transparent and translucent flats work, though, along with fixing the last few rendering glitches that my test polys give.

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Old 10-16-2014   #64
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I'm loving every single use of this new polyobject opportunity over here~
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Old 10-16-2014   #65
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Fuck this is awesome, it pretty much adds a whole "dimension" to SRB2 that has been missing forever to see polyobjects finally working properly. I hope people take advantage.

Red, maybe with all this effort you put into it you'll become a dev someday
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Old 10-16-2014   #66
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Quote:
Originally Posted by RedEnchilada View Post
Quote:
Neo: I don't even want slope physics
Neo: Just give me a way to provide vertical variation without resorting to springs, repetitive jumping, or tiny stairs
Neo: Cap them at like 30 degrees or something
Neo: Make it really clear that there will be no loops or wall running
Please make it happen, mister wizard sir
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Old 10-16-2014   #67
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Quote:
Originally Posted by Iceman404 View Post
Red, maybe with all this effort you put into it you'll become a dev someday
Psst. Look at his title. It's been that way for a while now...

Quite happy to see his latest insanity, though. Apparently he got Nev3r to give him his demon's contact information.
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Old 10-16-2014   #68
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Big question is, when is someone going to put in support for PolyObjects in OpenGL, now that Software can do all of that? ;)

Also Mystic, I half-suspect that was the joke. (Unless Iceman404 himself has been under a rock the last half-year, har har)
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Old 10-16-2014   #69
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It's a joke, I can confirm this lol.
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Old 10-16-2014   #70
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Originally Posted by Mystic View Post
Psst. Look at his title. It's been that way for a while now...
Gee, I couldn't possibly have been cracking a joke about that thing he waves in my face all the time :P

MonsterIestyn, don't count polyobjects in OpenGL out just quite yet. You're forgetting a certain man who basically made most of OpenGL in 2.1 viable.
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Old 10-16-2014   #71
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Originally Posted by Neo Chaotikal View Post
Please make it happen, mister wizard sir
Why cap it? Those steep slopes would be rather useful in skyboxes. Just disable the physics for them after 30 degrees, if you don't want people using them like that.
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Old 10-16-2014   #72
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Or perhaps make it incredibly difficult to run up them as they approach 90 degrees...
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Old 10-16-2014   #73
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Please stop talking about slopes in my editing topic thank you all very much. PO flats were a simple case of fixing the systems already in place and using existing renderer functions to align things properly. Slopes, for starters, would require an entirely new method of plane mapping, which I don't want to implement/port.

maybe some day, but not for the foreseeable future
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Old 10-18-2014   #74
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Old 10-18-2014   #75
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You never cease to amaze me, I can see more maps use polyobjects for interesting things.
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Old 10-19-2014   #76
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Quote:
Originally Posted by Neo Chaotikal View Post
Please make it happen, mister wizard sir
If he does slopes, I'd think the slope cap should be 45 degrees. (Rise of 1 by run of 1) In the classic sonic games this was where slopes started slipping.
Lower angel slopes don't slip.

Still, Seeing poloyobjects in a perfect working state is well, Awesome! My history mod has been needing these since Disco Dash was added.

Last edited by glaber; 10-19-2014 at 03:05 AM.
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Old 10-19-2014   #77
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Originally Posted by glaber View Post
If he does slopes, I'd think the slope cap should be 45 degrees. (Rise of 1 by run of 1) In the classic sonic games this was where slopes started slipping.
Lower angel slopes don't slip.
sigh...

http://mb.srb2.org/showthread.php?t=30800&page=227#4536
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Old 10-19-2014   #78
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The reason why I specifically want slopes to be as limited as possible is exactly so that older levels don't look outdated due to it. It should just be a minor graphical change, no physics, no quarter-pipes, no anything. Just something that could be slapped onto the tiny staircases in GFZ, DSZ, ACZ etc. and make them look better, make them more lightweight from a rendering standpoint, but not change anything about how the game plays. If it's too high to step up normally, then that's too steep of a slope.

But regardless, I regret unintentionally hijacking the topic like this, so I will now commit sudoku.
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Old 10-19-2014   #79
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Quote:
Originally Posted by Monster Iestyn View Post
sigh...
https://mb.srb2.org/showpost.php?p=761769&postcount=73
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Old 10-19-2014   #80
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Quote:
Originally Posted by Neo Chaotikal View Post
The reason why I specifically want slopes to be as limited as possible is exactly so that older levels don't look outdated due to it. It should just be a minor graphical change, no physics, no quarter-pipes, no anything. Just something that could be slapped onto the tiny staircases in GFZ, DSZ, ACZ etc. and make them look better, make them more lightweight from a rendering standpoint, but not change anything about how the game plays. If it's too high to step up normally, then that's too steep of a slope.

But regardless, I regret unintentionally hijacking the topic like this, so I will now commit sudoku.
*cough cough* You mean... Seppuku? Anyways, Red. Those poly objects. They... They... *cries*
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