Welp, neither problems were solved. Someone suggested VideoThief for capturing screenshots in DCK but I again retrieved a garbled image. I also downloaded SciTech’s Display Doctor to try getting VESA modes working again under MBF but again I was unsuccessful. I DID get the screen to actually come up instead of a blank monitor screen with the power light flickering… but of course the video was all messed up, split in half and it was just really screwed up. I promptly deleted both programs. Guess I’ll have to use ZDoom (Zed-Doom, not Zee-Doom) for screenshots.
While mapping for Crucified Dreams, I’ve been noticing some really weird bugs of either the Doom engine or just Boom/MBF. One thing is if you run or strafe run along walls that aren’t right or 45°/135° angled, you get a vibrating effect sometimes. In one map if you ran along the wall up these stairs, it would actually reject me in a way… it would shoot me back the direction I was running. Also, if you place linedefs and vertices really close together, you get huge slimetrails. For instance, there’s one area which has a floating torch by the cave wall, but the cavern ceiling is very very high. I didn’t want the lighting of the torch going all the way up to the ceiling, so what I did was create a Quake-ish dynamic lighting of sorts. I did this effect about three years ago, but this time it was a bit more difficult since the wall wasn’t at a right angle to the grid. I created 5 sectors inside of the wall and made these sectors all 1 unit away from each other within the wall, then I set the lighting of each sector +16 to get the effect of lighting smoothing vertically up the wall. Well when I compiled the map in Zennode, I got some absolutely monster slimetrails that covered half of my screen. I went back in the editor and moved some vertices around to 2 units away which alleviated the problem. It might have only been the nodes builder, who knows? Here’s a screenshot of that area now. The slimetrail error reminded me off the yellow key area of ChordG which Malcolm Sailor was never able to fix.
I’ve decided to work DMDCTF1 under the Skull Tag engine as it’s right now the only port which allows human vs. human CTF which will soon become easier with client/server support and the source port also includes bot support. This wad will be out before the end of the month.
