e.g. doom2.wad - this is in direct response to a recent doomworld thread where somebody couldn't find HEXEN.EXE, via PMs it was established that they looked for the lower case. We already had some in place (doom.exe) but not the whole set.
- It's a good idea. Little tip though, when you create a redirect, you don't need to put anything in the summary, MediaWiki will create one automatically that's of the form "Redirected page to PageName", with PageName a link. --Gez (talk) 06:26, 1 March 2016 (CST)
When dealing with technical articles like format descriptions, it is best not to utilize the review feature unless you are certain yourself about the technical details that have been altered, as in this case you did approve all of those revisions while I was in the process of reverting them due to inaccuracy. --Quasar (talk) 11:53, 10 August 2016 (CDT)
> Sorry about that. I got caught up trying to approve my own anon contribution to Linedef, so scanned over that user's other edits and they looked OK, made a mental note to double-check the int/uint discrepancy after approval. I realise that's the wrong order :> I think, on reflection, the header changes from size to type make the tables less clear, too. -- Shambler (talk) 04:36, 11 August 2016 (CDT)
testing mail config
Tall Skies in Heretic/Hexen
Not sure what the protocol for responding to someone's WIP page is, so I'll put this information here for now: when it comes to vanilla Heretic and if I'm not mistaken vanilla Hexen to the same degree, you can't really get the default skies to tile vertically in a nice manner. Restrictions on freelook angle prevent you from seeing above the top of the sky, but if you construct a level that lets you see below the bottom, which is fairly easy to pull off by putting the player in a sector with a high floor and letting them look out across a vista that uses the lowered sky ceiling trick to bring the background sky area below their foot height, you get tutti-frutti effect at the point of tiling due (I presume, as it's how TFE generally works) to 200 not being a "proper" texture height. I've been meaning to try making a WAD with a 128-tall (256-tall might be worth trying as well) vertically tileable sky texture to see what result it gets in those games but I've yet to do so. -- ETTiNGRiNDER (talk) 10:06, 5 November 2018 (CST)
- I'm not sure what the etiquette of the situation is either but this is really useful info - thanks - so I'm just going to paste it into the page for now and tidy things up later. I might even try those experiments myself. I was planning on algorithmically generating some skies for a map of mine anyway so I might generate some test skies in different sizes etc. -- Shambler (talk) 14:55, 5 November 2018 (CST)