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Quasar
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Posts: 2200
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idontknow: I removed the spawn command because it was antiquated and because I rewrote summon to accept a full set of thing flags. Unfortunately I forgot to update the console doc at the last minute for this change.

I'll consider bringing back spawn, but to do what you want is actually quite simple with summon:

bind s "summon bfgshot"

It'll shoot a BFG shot right out of you every time you press s (you could bind to any other key if you want).

As an example of what summon can now do, if you want to summon a touchy barrel, you can do this:

summon doombarrel solid,shootable,noblood,touchy

The 2nd parameter is now an EDF/BEX combined flags string, although you must use commas since you can't currently input pipes into the console (this is a REALLY old problem from DOS DOOM, and has to do with some kind of bug in the Watcom compiler...)

Old Post 05-20-06 06:48 #
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DaniJ
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Posts: 887
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As an example of what summon can now do, if you want to summon a touchy barrel, you can do this:

summon doombarrel solid,shootable,noblood,touchy

The 2nd parameter is now an EDF/BEX combined flags string...

Nice!

Old Post 05-20-06 22:52 #
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idontknow
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I knew how to use the summon command, I'd just be a little lazy when it comes to getting something like dehacked and the heretic dehacked to look up the names of things and write them down.
But how would I find the other special things I remember, like I used some spawn numbers from 139-145 I think that spawned a few bouncing plasma shots, the dog, and a warning sign or something?

EDIT: Found them in things.edf. Took me forever.

Last edited by idontknow on 05-21-06 at 01:14

Old Post 05-21-06 00:00 #
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Quasar
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The names are defined through EDF, not DeHackEd. All you have to do is look in things.edf, or better yet, type e_dumpthings in the console and it'll give you an entire table of them.

Old Post 05-21-06 00:23 #
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Lüt
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I just noticed two-way anchored portals are missing a function.

Standard anchored portals have three available:

295 - Applies anchored portal to ceilings of all like-tagged sectors.
296 - Applies anchored portal to floors of all like-tagged sectors.
297 - Applies anchored portal to floors and ceilings of all like-tagged sectors.

Yet two-way anchored portals have two available:

344 - Applies two-way anchored portal to ceilings of all like-tagged sectors.
345 - Applies two-way anchored portal to floors of all like-tagged sectors.

295 changes to 344, 296 changes to 345, but the two-way equivalent for 297 is missing. What's with that?

Old Post 05-23-06 20:12 #
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Quasar
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The same two-way portal cannot be applied to both a floor and a ceiling. Even I'm not entirely sure on the technical details, but it seems to make sense to me that each two-way link has to be unique. Ask SoM.

Old Post 05-23-06 21:25 #
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Mordeth
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I'm getting a bit confused here, of the difference between normal and 2-way portals. I thought 2-way portals would allow an area 'A' that is linked to a ceiling portal 'B', also allow 'A' to be the floor portal for 'B'. But now I see (in example level linked above) that can also be done by the normal portal triggers?

Or are 2-way portals intended to be used if area 'A' and 'B' both have portal 'C', and 'A' can see 'B' through 'C' ? In that case, aren't all portal-tagged area's that have something as simple as eg. a crossbeam dividing that area also automatically meant to be 2-way portals?

Old Post 05-24-06 09:49 #
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Quasar
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Two-way portals are for when the area inside the portal viewed from A can also view A inside a portal of its own. In other words, when you're trying to duplicate zdoom's stacked sectors or fake some room-over-room in some other way (like the lava-fall alcove in rf's De Kerker, which can crash v3.33.02).

Any time that A can see B and B can see A, you must now use two-way portals. The fix we did for you involving under-floor visibility breaks normal anchored portals during two-way setups by causing them to repeatedly render each other -- this doesn't crash any more, but you and your users will be staring at "Refused to render portal" a lot, and it can also create annoying lags.

The example level is WRONG if it still uses normal anchored portals to do a two-way setup. It won't crash any more, and indeed it'll appear to work properly 90% of the time, but I guarantee you that if you look down to maximum and then slowly strafe across the edge of the portals, you will get a long pause and then an error message, almost seemingly at random sometimes.

Old Post 05-24-06 14:56 #
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entryway
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How about moving all files necessary for Eternity(*.edf) to one eternity.wad like prboom.wad for prboom, gzdoom.pk3 for gzdoom? I store all wads and ports exe in one dir, but Eternity does a rubbish heap with that

Old Post 06-08-06 17:26 #
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Quasar
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For compatibility reasons, the EDFs must remain external. However, I am planning on 1. moving them into a subdir by default and 2. allowing the engine to be redirected when it attempts to look for them (ie a root EDF dir setting of some sort -- this is possible because user EDFs are always supposed to use stdinclude() to get at any of the standard EDFs).

Would that improve the situation?

Old Post 06-08-06 21:26 #
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entryway
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Quasar said:
Would that improve the situation?
Yes, it will be better, but I still not understand these strange "compatibility reasons" which will not be broken after moving edfs to a separate folder, but will be broken after moving to a wad. What the difference? I like Carmacks's style: one file is executable and the second - a file with all game data.

Last edited by entryway on 06-08-06 at 22:04

Old Post 06-08-06 21:52 #
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Quasar
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Lumps can't be named stuff like "things.edf", and thus a stdinclude("things.edf") would no longer work, breaking any and all existing EDFs that use it. The only alternative would be to maintain a list of "old" EDF names and remap them to the lumps, and that right now is not feasible.

If the discussed idea about a virtual directory system in "XWAD" thread pans out to something, it could possibly be used for this purpose.

Also, putting the EDFs inside the wads requires them to be reembedded after changes are made, and would also make it significantly harder to make reference to them without need for an extra, unnecessary copy. But, we'll see.

BTW, putting ports into the same directory can sometimes be a bad idea. I won't guarantee the results, for example, if you overwrite Eternity's expected SDL.dll and SDL_mixer.dll with an older or newer version (in fact Eternity will not run with any version of SDL_mixer older than the newest release now).

Last edited by Quasar on 06-08-06 at 22:59

Old Post 06-08-06 22:54 #
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entryway
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Quasar said:
BTW, putting ports into the same directory can sometimes be a bad idea. I won't guarantee the results, for example, if you overwrite Eternity's expected SDL.dll and SDL_mixer.dll with an older or newer version (in fact Eternity will not run with any version of SDL_mixer older than the newest release now).
heh

Old Post 06-09-06 00:00 #
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Szymanski


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Mordeth said:


Not really, but you can start looking at SoM's Lava Factory level.



Gives me a segmentation just by running straight forwards at the start :(

Old Post 06-26-06 20:25 #
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Mordeth
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Szymanski said:
Gives me a segmentation just by running straight forwards at the start :(


Just tested this... happens here too. Whoops, something is broken...

Old Post 06-26-06 22:34 #
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Joe
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Get the latest EE build.

You will also need this

Extract the zip and copy the csc to your latest EE directory and run

code:
eternity -exec conbind.csc

With this version OPF seemed to run fine, hope that helps a bit.

Old Post 06-26-06 23:53 #
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Quasar
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Please note you only need to run that console script the first time you start it up. It'll give you default bindings for the new dynamic console key binding variables.

Old Post 06-27-06 00:31 #
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Lüt
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Sweet, that even fixed all the portal HOM from 3.33.33!

Nice package, thanks Joe.

Old Post 06-27-06 00:32 #
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