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Vordakk
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I'm trying to get the automap to always display a few lines in a map I'm making. No brainer, right? Just use the "shown" linedef setting in DOOM Builder.

Problem is, it doesn't f*cking work. I've tried flipping all the linedefs to no avail. I looked everywhere on the 'net but everyone seems to say "the 'shown' tag makes a linedef always show up on the map, even if the player hasn't yet seen that portion of the map" and they don't go into any more detail than that. The f*ck is the point of this linedef setting is I have to jump through hoops to get it to work as it should?

Old Post 02-04-12 23:54 #
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Donce
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It does work, and it's no brainer, right. Perhaps you accidentally also checked the attribute that makes a linedef always hidden?

If it is not so, you'd have to share the sample map I think.

Old Post 02-05-12 01:38 #
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Vordakk
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Donce said:
It does work, and it's no brainer, right. Perhaps you accidentally also checked the attribute that makes a linedef always hidden?

If it is not so, you'd have to share the sample map I think.



No, I didn't check "hidden", or any other option that would negate "shown". And I have a feeling that the answer to my question is going to be unsatisfactory. I'm pretty sure someone is gonna come along and say that the sector whose lines I'm tagging as "shown" has to be a different height from everything else around it, otherwise even the "shown" tag won't do its job. My beef is that this behavior should be more clearly outlined in a FAQ or tutorial on level editing. I scoured the web and nobody talks about this. I seriously cannot be the first person to have this problem, just saying.

Old Post 02-05-12 02:20 #
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Donce
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OK, the last time I remember seeing such linedefs in a map was when I played dwspd021.wad around this New Year. Check MAP04, the lines show on the map just as they should.

Old Post 02-05-12 02:48 #
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Vordakk
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Donce said:
OK, the last time I remember seeing such linedefs in a map was when I played dwspd021.wad around this New Year. Check MAP04, the lines show on the map just as they should.


Thanks for the suggestion. I looked at it and the lines he tagged as "shown" are not only "impassible", but are outside of the play area altogether. He wanted them to show up so you could see the author's name(The Green Herring, or TGH) in the automap.

My linedefs are, by contrast, well inside the boundaries of the level. They consist of a small arrow pointing at an object that I want the player to take note of. So this "arrow sector" is inside of a larger sector but has the same floor and ceiling height as the sector it's inside of. Apparently for the record, checking the "shown" box on a linedef in this situation will do jackshit. You have to make the "arrow sector's" floor or ceiling height different for "shown" to do its job.

In summary, that's lame.

Old Post 02-05-12 02:58 #
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Rayzik
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Vordakk said:

...In summary, that's lame.



Could you theoretically make the ceiling of the arrow sector 8 untis higher and leave the upper linedef textures undefined so that the flat bleeding trick will mask the height difference? Although I don't know if that will fix the issue, it's merely a speculation.

Old Post 02-05-12 03:00 #
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esselfortium
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It might help if you also give the lines the Secret flag, which makes the automap treat 2-sided lines as 1-sided.

Old Post 02-05-12 03:01 #
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Vordakk
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Rayzik said:


Could you theoretically make the ceiling of the arrow sector 8 untis higher and leave the upper linedef textures undefined so that the flat bleeding trick will mask the height difference? Although I don't know if that will fix the issue, it's merely a speculation.



Not a bad idea! I'm trying it right now!

EDIT: Ok, so there's two ways around it. The first is Rayzik's method, which employs the flat bleeding trick. This method is cool because it makes the lines show up on the map always, as well making them yellow in color(that is, using traditional doom automap). The second method is Essel's idea of tagging the lines "secret" as well as "shown". This way, the lines appear on the map always, but are red(again, using traditional doom automap).

For my applications, I personally prefer Rayzik's method, only because I believe yellow lines attract the player's attention more than red, especially in light of how my map is built.

Thanks a ton Essel and Rayzik!!!

Last edited by Vordakk on 02-05-12 at 03:13

Old Post 02-05-12 03:02 #
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