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Quasar
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PolyObject control points use their angle field to specify the PolyObject id #, so you can in fact use them without ExtraData. The Hexen devs' explanation for this was that PolyObjects were added before ACS or thing/line args existed. I suppose they probably meant to eventually remove this hack and replace it with thing args. Fortunately for me, they never got around to it.

But woops! If the PolyObject-aware node builder depends on the *line specials* rather than the objects, then it will not work. In a Doom-format map you'd have to use the 300ish special numbers rather than the ones that are used for Hexen. They would not detect these, if they look for them. Somebody explain to me how they work already :P

Old Post 04-03-08 18:00 #
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esselfortium
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Yeah...I was setting up a pair of polyobject sliding doors last night and had to endlessly mess with the surrounding area to stop them from having major rendering glitches. It'd be nice if this could be improved somewhat with a polyobject-aware nodebuilder that can recognize polyobjects in EE maps (i'm not sure how this would exactly work with extradata...it'd have to look for the polyobject things, I guess).

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Old Post 04-03-08 18:12 #
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LogicDeLuxe
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Quasar said:
But woops! If the PolyObject-aware node builder depends on the *line specials* rather than the objects, then it will not work. In a Doom-format map you'd have to use the 300ish special numbers rather than the ones that are used for Hexen. They would not detect these, if they look for them.
So if the correct line specials could be added to the node builder's detection code, this should solve it.

Old Post 04-03-08 18:22 #
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printz
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Is there at least a sector drawing order for correct, polyobj-aware nodes?

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Old Post 04-03-08 18:22 #
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esselfortium
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LogicDeLuxe said:
So if the correct line specials could be added to the node builder's detection code, this should solve it.

The problem is that polyobject start lines and action lines are often specified through ExtraData, a separate text lump, with the actual line actions just being 270, signifying that they're an ExtraData control line but not anything that could tell a nodebuilder that they're polyobject lines.

I guess the problem could be somewhat solved if a nodebuilder was modified to actually check ExtraData entries for these lines, but there's another problem with this: it's infinitely easier to edit ExtraData if you keep it in a completely separate wad file, so that you don't have to close your map and then open your wad up in a lump editor every time you want to add or change something in it.

So I don't know what to do about that :\

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Old Post 04-03-08 18:31 #
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printz
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Tell the nodebuilder to read the EXTRADATA lump from a command-line declared external wad.

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Old Post 04-03-08 19:30 #
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Aliotroph?
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esselfortium said:

It's tricky and extremely tedious/error-prone to build, but there is an actual way to do this without having the door look like it's "disappearing". The trick is to slightly angle the lines inwards by 1 unit. If you set it up right, it won't become progressively thinner as it opens, it'll just be 2 units thinner on one end than the other, which shouldn't be too noticeable. I made use of it in a map I did for a certain yet-to-be-released Boom project a while back...



Would be interesting to know how you did this without a script. Kaiser had a version of this trick in a Legacy map he made using FraggleScript. A couple of us (mainly Rellik, and I) played with it for a bit. Had a version where if you were stuck in the door, the script called itself to open the door again like when the regular doors close on your head.

It was a frustrating mess to build, like you said though. It also ate tags like crazy. Doing it with ACS would be a lot cleaner. Legacy's implementation of FraggleScript necessitates a lot of ugly, repeating code for complex levels.

I have yet to play with polyobjs.

Old Post 04-06-08 08:32 #
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Nuxius
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http://www.doomworld.com/idgames/index.php?id=9714

Only set of Boom compatible sliding doors I know of. Bad thing is that they're paper thin, though. At least they block everything. :p

http://www.doomworld.com/vb/doom-ed...oors-in-prboom/

Here's a thread about it from last year were someone was trying to find out how to do it, Ajapted even made a cool curved sliding door.


Anyway, the only thing I've even done myself Boom wise for polyobject type stuff is I made a Wolfenstein style secret once. Actually looks pretty good; ate up tags real bad though.

Old Post 04-06-08 09:07 #
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esselfortium
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Aliotroph? said:


Would be interesting to know how you did this without a script. Kaiser had a version of this trick in a Legacy map he made using FraggleScript. A couple of us (mainly Rellik, and I) played with it for a bit. Had a version where if you were stuck in the door, the script called itself to open the door again like when the regular doors close on your head.

It was a frustrating mess to build, like you said though. It also ate tags like crazy. Doing it with ACS would be a lot cleaner. Legacy's implementation of FraggleScript necessitates a lot of ugly, repeating code for complex levels.

I have yet to play with polyobjs.


Doing it without a script was easy: build an off-map area with a voodoo doll on a fast conveyor belt, put a remote-activated door in front of him, and put all the instant-lowering triggers for the fake sliding door in order on the other side of the door. To make the door "slide" open, you have the player trigger a line that opens the door and allows the voodoo doll to be pushed across the insta-lower trigger lines.

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Old Post 04-06-08 10:03 #
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K!r4
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Legacy allow Voodoo Dolls ? I've always thinked the opposite...

Old Post 04-06-08 11:45 #
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deathbringer
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uhhhhhhhhh

Yeah Voodoo dolls have been broken in Legacy for a long time. As have solid walls on some maps (Nuts 2)

Old Post 04-06-08 12:54 #
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Ajapted
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deathbringer said:
You could make a crude emulation of a side-opening (not closing again) door using several instant-lower sectors.

I once did the same thing with EDGE, each part was a lowering lift and the inner parts were (much) higher than the outer parts, so they took longer to come down and this created the opening effect (the speed was also set high via DDF). Since it used a lift linetype, the door would close again too, rather abruptly from memory because the outer sector would time out before the inner parts. It helped that EDGE allowed floors to be higher than the ceiling, as I think that can crash normal DOOM.

Old Post 04-06-08 13:22 #
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Aliotroph?
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esselfortium said:

Doing it without a script was easy: build an off-map area with a voodoo doll on a fast conveyor belt, put a remote-activated door in front of him, and put all the instant-lowering triggers for the fake sliding door in order on the other side of the door. To make the door "slide" open, you have the player trigger a line that opens the door and allows the voodoo doll to be pushed across the insta-lower trigger lines.



Ahh, no wonder I didn't think of it. Legacy's support for voodoo dolls was broken for so long that I never tried messing with them. I might have to experiment with those some time soon.

Old Post 04-06-08 21:35 #
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