SoM
azerty YAY!

Posts: 193
Registered: 03-02 |
Mordeth said:
The fact that the player's viewpoint can never go below the floor height of a sector tagged with a floor portal without causing HOM, while it IS possible to get a player's viewpoint go above the ceiling height of a sector tagged with a ceiling portal. So, you can create a house-with-roof structure and a player has a perfect view of both the house below the roof ceiling as the roof itself (seen from above). But the equivalent is not possible with floor portals.
Like I said, this isn't a bug. I was asking quasar` if there we still bugs that needed fixing (like crashes, graphic glitches, things that I didn't intend to happen) not behavior changes :P
I dunno, I guess I'll have to create different anchored portal linedef types. >_< The whole purpose of two-way portals is the player and mobjs are eventually going to be able to travel through them, as is the sound and automap. But seeing as how it's been quit a long time since the initial release of portals, I may just need to create a new set of anchored portal specials to accomplish this, and revert the current specials to the previous behavior.
In the other thread you commented that you had disabled this behaviour for floor portals because it caused troubles for 2-way portals (two in-game sectors that act as the respective floor or ceiling portal for the other sector). Is it possible that you can undo this chance, and work on the solution for 2-way portals later, instead of the other way around? IMO removing the limit on floor portals is much more important (from a level design point, that is) than having perfect 2-way portals. Besides, 2-way portals can be faked, by just using a copy of the target sector :)
Well, sorry I can't anticipate end-user activity with my apparently in-development features :P I'll talk to Quasar` about getting it set back to the old behavior.
PS: very excited about the upcoming new release! Thanks guys!
Hey, thanks for choosing it for the most anticipated megawad of all time :) I must admit that MordethTC and Millennium are some of the main reasons I still work on Eternity. That and all the cool ideas I have for doom editing ;)
Steve
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