Progress Report: January 30, 2013
I have done a lot of things over the last few day, but a lot of it is subtle.
The main thing I did was to finally get around to detailing most of the walls in the teleporter rooms. I had previously detailed just three teleporter rooms with sector based glowing walls instead of the animations that were there before. As of last night, all but one of the teleporter rooms have glowing walls, and the one that is left is only because of the floor and ceiling height difference. I will get back to that one later.
This one amuses me me.
Because the width of the room was odd and the far wall could not be done with the existing texture, because it just didn't match up. I decided the only thing I could do was to divide up the wall and try to fudge it. As I started doing so I came across an odd teleporter texture in the textures section. It turns out I actually made a new teleporter texture specifically for that wall years ago and completely forgot about it.
I also did some work on the museum. The first one was a bit of a pain, and ends up being subtle again. Legacy's bug that allowed some walls and ceiling behind void space with sky texture in front had previously allowed the main facade of the museum to be entirely visible from the courtyards, but without that bug GZDooM blocks part of the facade out with sky whenever the ceilings of the entryway (and their void space) were in the way. The solution was simple. I made all of the entryway walls lowers, raised the ceilings slightly and put sky on them, and used 3D sectors as new ceilings. So now the museum facade is fully visible everywhere.
And do you think anyone will notice?
I also added more wall lights, fixed up the railings around the dinosaurs so they don't look so chaotic, and added some sinage to the dinosaurs.
I also did some extra detailing on some of the buildings on E2M4 and swapped the switch at the end of the level with a doorway with stairs leading down in to the sewers.