Quasar
Moderator

Posts: 5139
Registered: 08-00 |
"1) How to use the new bridge-flag? Specifically, how to add that flag to a linedef. See my thread "CLED" in the editing forum."
This is documented somewhat in editref.txt that comes with the latest version of Eternity (v3.31 beta 1). You must add the new flag value (1024 I believe) to a 2S linedef, and then set its x and y offsets such that the texture is positioned exactly how you want it. Using textures that are 24 units or less tall will allow you to make steps out of them. See the brtst.wad file available in the example wads zip available from the Eternity page for a very specific example. You should put monster blocking flags around the outside of pseudo-3D constructs, or else monsters walking on them will hang half way off the edge. BTW, DETH can allow you manually add flag values, if you do not want to use CLED.
"2) How to use the mapinfo lump? How to group levels into episodes, or how to customise secret exits? What's the status of hublevels?"
MapInfo data goes into the level header. add_fs can do this, but it is not a very good program. SoM has written a much better replacement, but it is not publically available yet due to lack of time to get it ready. There's not currently any ability to "group" levels beyond the MapInfo features that allow you to change episode boundaries by moving or deleting intertexts and changing sky textures manually. A custom episode menu will be possible through Small, but that is not available yet. Secret exits can be set in MapInfo currently. Hubs are still broken, sorry.
"3) How to use Eternity-specific dehacked stuff? Does Eternity understand a DEH patch that combines old-fashioned pointers and the new BEX-like pointers? How to create new Things without replacing existing ones?"
You shouldn't use the old-style codepointer block, its considered deprecated and is highly limited compared to using a BEX [CODEPTR] block. I will be releasing a detailed code pointer reference along with EE v3.31 beta 2, time permitting. You can't create totally new things yet. This feature needs EDF, which we have not started on, as it needs Small and ExtraData to be complete, which we are working on for release in beta 2.
"4) TerrainTypes. The current version works, but is limited. Player projectiles that hit the edge of a TerrainType sector sometimes cause a splash, sometimes don't. Monster's projectiles never seem to cause splashes."
TerrainTypes were conceived and implemented while my skill at programming was still immature, therefore the system is limited. I have already considered expanding it in the future. I may take some of your suggestions into mind, but wading sounds are highly unlikely. DOOM's player animation is not well sync'd to the player's movement, and therefore wading sounds are difficult to do properly.
Also, only projectiles that have the BOUNCES flag can activate TerrainTypes. Normal projectiles will not. What you are seeing is probably the blast radius activation from a rocket. Any blast radius 128 units or closer to the floor will trigger a TerrainTypes hit.
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