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Another problem I have with DSDA Doom


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I have been making a map for DSDA Doom in the UDMF format however I tried making an outside area with a sky. The only problem is that when I try to carry the sky texture over to a wall, it doesn't work. So far I have only made maps for GZDoom where all you have to do is get rid of the walls textures and it would work, however DSDA Doom seems to be different.

Here is what it looks like in the editor:

838588027_Screenshot2024-01-05214133.png.0558c150fe90fded6bf5273f44bf7d10.png

Here is how it looks in DSDA Doom:

1685565798_Screenshot2024-01-05214326.png.fe188556a35daa0cb4add391ae8e2c26.png

And here is how it looks in GZDoom:

image_2024-01-05_215843892.png.6007dc4b97b3dabae11d827ac0a5ff19.png

How do I fix this? Also I use OpenGL, if that changes anything.

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Most likely the sector behind the one showing the missing texture in Doom Builder need it's ceiling set to the sky flat.

Might be interesting to some, but I think this works in GZDoom because there is nothing to render in that spot and the OpenGL rendering for skies causes that entire area to be wrapped in sky, so the opening looks like it's working. The original software renderer just has whatever was last in the framebuffer, so you get the HOM effect which would happen in all other software rendering ports including dsda (which also emulates this effect in OpenGL).

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You have to do it the vanilla way - lower a sector with F_SKY1 ceiling to the floor level. Dsda-udmf does not match GZDoom 1-to-1, so there is no Line Horizon either.

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48 minutes ago, Doomy__Doom said:

You have to do it the vanilla way - lower a sector with F_SKY1 ceiling to the floor level. Dsda-udmf does not match GZDoom 1-to-1, so there is no Line Horizon either.

I noticed that when making gzdoom maps due to Ultimate Doom Builder 2 showing it as the sky texture but completely forgot about it when making this map.

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