Guest Medieval Gnome Posted August 28, 2000 I know what ALTERVISIBILITY does, but what are the maximum and minimum values? 0 Share this post Link to post
Guest Fanatic Posted August 28, 2000 Here's the quick answer, wait until EDGE 1.25 comes out. We got rid of the ALTERVISIBILITY pointer, and renamed it to FADE and uses a %, making it a ton easier to use. For EDGE 1.24, we use 6550, which I believe makes it half translucent. In QDOOM, I set some things like blood fading out to have multiple frames, and start at 5000, dropping down by 500 until it hits zero, which is invisible, so it appears to fade away. I hope that helps a little. But the new way for 1.25 will be super easy using percentages. 0 Share this post Link to post
Guest Medieval_Gnome Posted August 28, 2000 Do you know if the DDF docs will be updated for 1.25 when it comes out? 0 Share this post Link to post
Guest Fanatic Posted August 28, 2000 It should be updated to reflect the changes, and we will post on the website and/or in a readme.txt with the update, so everyone maiking maps/PC/TC for EDGE can get caught up. The changes aren't all that bad. Only took me about 15 minutes to get QDOOM up to par, and that's about as big as any EDGE project can get. :) 0 Share this post Link to post
sirgalahadwizar Posted August 29, 2000 Fanatic said:Here's the quick answer, wait until EDGE 1.25 comes out. We got rid of the ALTERVISIBILITY pointer, and renamed it to FADE and uses a %, making it a ton easier to use. For EDGE 1.24, we use 6550, which I believe makes it half translucent. In QDOOM, I set some things like blood fading out to have multiple frames, and start at 5000, dropping down by 500 until it hits zero, which is invisible, so it appears to fade away. I hope that helps a little. But the new way for 1.25 will be super easy using percentages. If you know me you'd know im an edge fanatic (no pun inteneded) What new changes will be in the new edge version? Are they concentrating on graphics or gameplay? 0 Share this post Link to post
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