/-/S'pht-Translator-Active/-/ |
Re: Marathon vs. Doom Engine Specifics | ||
Posted By: VonZwietracht | Date: 8/6/13 3:14 p.m. | |
In Response To: Re: Marathon vs. Doom Engine Specifics (Document) : Originally, Doom only supported one layer of geometry; e.g. you couldn't
The second thing you're describing is called "infinitely tall actors" by doomers, and it can be enabled/disabled for vanilla compatibility by ZDoom. The issue of having object-over-object level geometry may prove bothersome. I could hypothetically use ZDoom 3d floors to accomplish the mars needs women thing, but I really really don't want to make the effort to have to manually write an ACS script to define level geometry. Oy Veh! For some reason, I seem to remember that the A1 engine couldn't do object-over-object either (something about bridges being impossible to make), so I didn't expect this snag. Meh, gonna need to look at MNW in an editor and see how things are done. Damn if I can't get obed or mapeditorone working though...
|
|
Replies: |
|
Problems? Suggestions? Comments? Email maintainer@bungie.org Marathon's Story Forum is maintained with WebBBS 5.12. |