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ShadowRunner

Doombuilder Door line helps

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*Ahem*
Im in ultimate doom mode
Now gherkin needs to do something about this,its way too confusing.
Im trying to make these lines the action of regular open door,and yet all i see is w1,wr,s1,sr.
Where is d1 or dr.
So im asking which s1 or sr line stands for door open?

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WTF?

S1 = Switch. 1 time action.
SR = Switch Repeatable. Multiple (indefinate) action.
W1 = Walk across "right-side" facing sidedef. 1 time action.
WR = Walk Repeatable. Each time you walk across the "right-side" facing sidedef, it performs the action.

All of these affect the player. SOME of these, monsters can trigger.

If a # appears, that ONLY means that no line and sector TAGS need to be used.

Otherwise you must assign matching TAGS to the LINEDEF and Sector.

It's not confusing; it's almost verbatim out of the Doom FAQ. and Line Specifications.

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It's confusing in that nearly every other Doom editor (at least from my experience) uses the names D1 and DR where DB uses S1# and SR#.

I've seen a few people comment about getting their door types mixed up because of this change in terminology. I've done it myself. And I wouldn't be suprised if people are making this mistake without knowing it if they use Zdoom, as it can cleverly sort out the problem whilst other ports don't.

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Yeah, I'd prefer DB to use DR1 myself. A lot of people only test their maps in ZDoom, which reads a door marked SR the same as it does a door marked SR#. Hence if you load their map in any other port, trying to open a door opens the entire map. This happened to two people in my last speedmapping session so I would say it's a widespread problem.

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I've never even heard of a DR or D1. Ever since Waded it's been # for me. I fully agree with Tolwyn.

And since # is the actual correct standard (even if the more popular editors use d) shouldn't that be used? What should the "wall scroll horizontally" have if there'll be no #?

CodeImp: Keep them at S1# and SR# or I'll force you to use Waded forever =D

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Deewiant said:

And since # is the actual correct standard (even if the more popular editors use d) shouldn't that be used?

actual correct standard? the faq tolwyn referred to is certainly an unofficial one, and i doubt the doom source gave a name such as SR# or DR to linedefs anyway. if there's an "official" type, it's whatever they called it in the original doom editor (that wasn't released anyway). i think the closest you'd find to an official source outside of that is lee killough, and he referred to it as DR and D1.

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It doesn't matter to me.

Now that it has been brought up, I've lost a little confidence as to how I remember it was originally laid out.

D1/DR etc. works fine for me.
Don't agree with me! I could be totally full of shit!

By the way, you can simply edit the CFG files and name then whatever you want, so... It's no big deal.

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sargebaldy said:

lee killough, and he referred to it as DR and D1.


I think you're right and I think I'm definately mistaken.
Like I said, I'm likely full of shit now that I think about it for a bit. :)

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The names D1, DR, S1, etc were probably first 'invented' by DEU. After all it was the first editor. They are also the most commonly used descriptions. I have never seen S1# before and would have found it confusing.

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DoomCAD uses "n" as well, it's the equivalent of the "#" db uses. all line types in it are marked with either "y" or "n", for instance things like

045=SRy Lower Floor
001=DRn Door. closes after 6 sec.
048=--n Animated, horizontally scrolling wall.

The n demonstrated the difference in behavior between doors and regular switches, but doors were still marked with the DR and D1 tags since they're easier to understand.

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