printz
CRAZY DUMB ZEALOT

Posts: 8151
Registered: 06-06 |
I saw in the source code that you added ExtraData support for sectors. Their section looks extraordinarily thick compared to their linedef and mapthing counterparts, which is good:
code:
// sector fields:
#define FIELD_SECTOR_NUM "recordnum"
#define FIELD_SECTOR_SPECIAL "special"
#define FIELD_SECTOR_TAG "tag"
#define FIELD_SECTOR_FLAGS "flags"
#define FIELD_SECTOR_DAMAGE "damage"
#define FIELD_SECTOR_DAMAGEMASK "damagemask"
#define FIELD_SECTOR_DAMAGEMOD "damagemod"
#define FIELD_SECTOR_DAMAGEFLAGS "damageflags"
#define FIELD_SECTOR_FLOORTERRAIN "floorterrain"
#define FIELD_SECTOR_FLOORANGLE "floorangle"
#define FIELD_SECTOR_FLOOROFFSETX "flooroffsetx"
#define FIELD_SECTOR_FLOOROFFSETY "flooroffsety"
#define FIELD_SECTOR_CEILINGTERRAIN "ceilingterrain"
#define FIELD_SECTOR_CEILINGANGLE "ceilingangle"
#define FIELD_SECTOR_CEILINGOFFSETX "ceilingoffsetx"
#define FIELD_SECTOR_CEILINGOFFSETY "ceilingoffsety"
#define FIELD_SECTOR_TOPMAP "colormaptop"
#define FIELD_SECTOR_MIDMAP "colormapmid"
#define FIELD_SECTOR_BOTTOMMAP "colormapbottom"
I'm wondering how you set up in the map that a sector is defined by its ExtraData record. What setting do you give a sector to tell the map that it's an Extradata sector?
Also, interestingly, the light level and floor/ceiling heights are missing here, but not the tag and special (well, now I'm guessing why). I'm gonna ask for some specs on some of these properties:
- Does the special field use keywords? There are all those generalized Boom specials with huge numbers.
- flags. What flags, exactly? :)
- Do damage and damagemask work the same as EDF thingtype's topdamage counterparts, except that these DON'T hurt monsters (IMO neither topdamage should, it debalances gameplay)? What about radiation suit level of protection?
- damagemod. It sets up the death obituary? Does it use its own keywords?
- damageflags. Another newie.
- floorterrain. I guess that it uses a terrain type mnemonic, correct?
- floorangle, flooroffsetx, flooroffsety (and ceiling* counterparts). Great. Doom always needed these. I'm not being sarcastic.
- ceilingterrain. Huh? Perhaps the terraintype EDF type has been expanded as well with stuff that would make this worthy.
- colormap*. Do I use a lump name, which by itself has to be located between C_START and C_END in order to work, or do I have to use EDF to declare a mnemonic?
I saw further in the code some "@" keywords as well.
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Last edited by printz on 02-05-10 at 12:39
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