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Doom-X-Machina

How does sector raise/lower timing/speed work?

Question

Hey all...

So, basically I have some ideas for some big hydraulic/piston-like machines in a map I'm working on. Big circular concentric sectors moving up and down to simulate a massive piston kinda thing. I'm trying to work out how to sync the different parts of the piston to a repeating script where they stay in a perfect harmonic ratio.

My question(s) is/are... how are sector raise/lower speeds calculated? I know there's 35 tics in a second of "Doom time"... how does a sector raising at a speed of say, 16 calculate against the 35 tic second? Or does it at all? Does a sector raising 64mpu at a speed of 8 match in sync with a sector raising twice the height (128mpu) at twice the speed (16)? How would you calculate 2 moving sectors into perfect 1:2 or 1:3 ratio?

Any insight would be much appreciated.
Cheers.

EDIT: Any WAD's out there with a similar kind of thing to what I'm thinking of that I can have a look at?

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Under the Hexen/ZDoom/UDMF format, the speed you set in the linedef args gets divided by 8 to mean the map units per tic. So:

  • 2: 0.25 per tic, 8.75 per second. Typical of classic Doom stair builders. You may have heard that each 8-unit step is finished approximately once per second.
  • 4: 0.5 per tic, 17.5 per second. Typical of some classic Doom bridges (not all) raising out of slime.
  • 8: 1 per tic, 35 per second. Typical of most Doom floor movements.
  • 16: 2 per tic, 70 per second. Typical of classic doors. You may have noticed that the door closing sound takes roughly one second, the same time as it takes for a 72-tall door to close (moving just 68 map units due to the upper lip)
  • 32: 4 per tic, 140 per second. Typical of classic lifts and Boom elevators. A 128-tall lift takes just under one second to move.
  • 64: 8 per tic, 280 per second. Typical of turbo doors and lifts.

 

EDIT: the door closing timer or the lift returning timer starts as soon as the door or lift finishes its first movement.

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The affect you are trying to achieve is actually really easy in vanilla doom, just have the player walk over a linedef that triggers a sector to constantly raise and lower.  

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46 minutes ago, printz said:

Under the Hexen/ZDoom/UDMF format, the speed you set in the linedef args gets divided by 8 to mean the map units per tic. So:

  • 2: 0.25 per tic, 8.75 per second. Typical of classic Doom stair builders. You may have heard that each 8-unit step is finished approximately once per second.
  • 4: 0.5 per tic, 17.5 per second. Typical of some classic Doom bridges (not all) raising out of slime.
  • 8: 1 per tic, 35 per second. Typical of most Doom floor movements.
  • 16: 2 per tic, 70 per second. Typical of classic doors. You may have noticed that the door closing sound takes roughly one second, the same time as it takes for a 72-tall door to close (moving just 68 map units due to the upper lip)
  • 32: 4 per tic, 140 per second. Typical of classic lifts and Boom elevators. A 128-tall lift takes just under one second to move.
  • 64: 8 per tic, 280 per second. Typical of turbo doors and lifts.

 

EDIT: the door closing timer or the lift returning timer starts as soon as the door or lift finishes its first movement.


I think this is exactly what I was after. Thankyou so much dude :)

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