Kingaison98
Member
Okay, I admit my last question was a stupid one. But now when I try to open the .exe file, it says WAD not found or not valid. Is there some special WAD I need to download or do I need to include my extra WADs in another folder?
Okay, I admit my last question was a stupid one. But now when I try to open the .exe file, it says WAD not found or not valid. Is there some special WAD I need to download or do I need to include my extra WADs in another folder?
All of them are in the same folder. Could it be that some of them aren't 'valid'? If so, I need to be able to determine which ones and get rid of them.
Doesn't make a difference. I believe it's the fact that I don't have the srb2.wad file.
Well I just installed the whole thing over again, I don't think I have the newest version, so I'll go get that and install it.
srb2.wad
Well then that brings me to my original problem, there's some WAD or something that I don't have or there are wads that I can't have.
Well, the reason for this is that SRB2Cinefast doesn't have SHUFFLE defined. If "#define SHUFFLE" was uncommented "gr_filtermode 5" could be used in OpenGL mode. That's the reason why "gr_filtermode 5" doesn't work in SRB2Cinefast. Is there any reason why SHUFFLE isn't defined in SRB2Cinefast?Cinefast, "gr_filtermode 5" doesn't work in OpenGL mode.
What makes me wonder is that, vanilla SRB2 and XSRB2 support it.Code:gr_filtermode 5 "5" is not a possible value for "gr_filtermode"
Well, the reason for this is that SRB2Cinefast doesn't have SHUFFLE defined. If "#define SHUFFLE" was uncommented "gr_filtermode 5" could be used in OpenGL mode. That's the reason why "gr_filtermode 5" doesn't work in SRB2Cinefast. Is there any reason why SHUFFLE isn't defined in SRB2Cinefast?
Personally, I like "NEAREST_MIPMAPPED" (I think that's "gr_filtermode 5"). Also, if it's uncommented, SRB2 doesn't remember your texture filter.
What good is it to not define SHUFFLE?
I lol'd.While not a high priority, SRB2Cineblast has made some inroads on achieving slopes. The ZDoom plane alignment code was successfully ported, and rendering them is possible with the hardware renderer. Slope physics can also be achieved with a special triangle formation of invisible things.