Talk:Hall of mirrors effect
I would argue that the HOM effect (missing main texture) and the flat-bleed effect (missing upper or lower) were two different 'bugs', since the latter is exploited usefully and the former isn't (well, except by King REoL) -- Jdowland 09:02, 29 Sep 2005 (UTC)
- I think that might be splitting hairs, since 99.9 percent of the time neither is particularly constructive when it appears (see 9-TO-5.WAD for a far more typical manifestation of flat-bleed effects than the "useful" one you describe). Ryan W 16:51, 29 Sep 2005 (UTC)
I've uploaded an animated image to Wikipedia:Hall_of_mirrors_effect, for illustration of the Wikipedia article. However, I don't know if it is up to the standards of this wiki (feel free to use it if it is though). -- ( ) 00:46, 14 September 2006 (UTC)
- Ooh, I really like that. More self-contained than my demo. Ryan W 01:31, 14 September 2006 (UTC)
- OK, I've uploaded it. ^_^ -- ( ) 01:50, 14 September 2006 (UTC)
HOM in Plutonia 2?
I've this evening downloaded Plutonia 2, and got as far as MAP03 (Skull Island). In this map, if one stands in front of the podium on which stands the blue key and turns back (northward) to the building one came out of, there is very noticeable HOM, particularly on the left. But it doesn't seem to be the usual missing texture, as it only occurs at certain angles of turn.
Does anyone have any comment on this? -- 22.214.171.124 02:35, January 1, 2010 (UTC)
- In case anyone needs them, the technical details are that I'm playing using Chocolate Doom, via a small one-line batch file whose only line is:
- ..\chocolate-doom -deh pl2.deh -gameversion final -iwad ..\plutonia.wad -file pl2.wad
- -- 126.96.36.199 02:40, January 1, 2010 (UTC)
- It may have just been a seg overflow. Doom has a limited amount of segs it can draw at once, but unlike, say, visplane overflows when you reach a visible seg overflow it just starts displaying HOM (as nothing gets drawn there) --InsanityBringer 05:35, January 1, 2010 (UTC)