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HERRGOTT

Floor not changing

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14 answers to this question

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1 hour ago, redEYE said:

Here's the fastest way(TM) to fix it in UDB

 

Select the linedef. Menu: Linedefs -> Change Linedef Index.

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Posted (edited)
On 3/25/2024 at 3:04 AM, boris said:

Select the linedef. Menu: Linedefs -> Change Linedef Index.

Just do this in Ultimate Doom Builder.

 

Vanilla walk-over "Change Texture" actions are numeric. Meaning it looks to the lowest # linedef of that sector (and looks the sector on the other side of that line) to determine what effect and texture to pull. All you do is find a line of your sector, with the sector of the effect and texture you want on the other side, and just change that linedef index to 0. Then it will use the effect and texture that you want.

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22 hours ago, redEYE said:

It's a shame and real pity that despite of all the UDMF features and other bolts and whistles DB2, GZDB, GZDBBF and UDB can't do this. A feature lost in time.

 

Except that it's possible in UDB, as I explained in this thread a couple days ago.

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Posted (edited)

Seems to work fine for the lines in the right section. Let left ones doesn't hapve the line actions applied, so of course it'll not work.

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I don't have the opportunity to check the wad today anymore, but if you're still doing vanilla Heretic with testing in vanilla/choco like your last thread with a similar problem, the issue might potentially be the same - dependence on linedef index order that doesn't show up in gzdoom and/or other non-vanlla ways to play heretic.

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41 minutes ago, Doomy__Doom said:

I don't have the opportunity to check the wad today anymore, but if you're still doing vanilla Heretic with testing in vanilla/choco like your last thread with a similar problem, the issue might potentially be the same - dependence on linedef index order that doesn't show up in gzdoom and/or other non-vanlla ways to play heretic.

I cant remember how I fixed it :(

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2 hours ago, boris said:

Seems to work fine for the lines in the right section. Let left ones doesn't hapve the line actions applied, so of course it'll not work.

?

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Posted (edited)

emenRRd.png

 

seems to work ok, unless I'm missing something

 

w0OUWyE.png

 

 

Edited by Kappes Buur

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It plays right in Eternity and GZDoom but not in Chocolate Heretic. :(

 

Line Action 37 Lower Floor is a numeric floor changer. It takes the lowest numbered two side linedef from the tagged sector and uses the sector behind it as the target. Here's the fastest way(TM) to fix it in UDB and not in UDMF.

 

Set Synchronized Things Editing on.

 

EUWZOPH.jpg

 

Go to the Sectors Mode. With mouse draw a box around your map to select all the items. Everything including things are now selected.

Gqew7Ii.gif

 

With Ctrl+X cut everything!

 

Now in Linedefs mode draw a small box. Split it in two sectors.

 

O4xdRJK.jpg

 

With Ctrl+V paste your level back. Try to land it so that teleport sectors and such are in place in the grid.

Bkfw8i0.jpg

 

In Sectors Mode select your target sector to which the lowered floor should change. Then last select one of the new box sector.

BEmx77X.jpg

 

Join the two sectors. It's J key by default.

In Sectors Mode select both the floors you want to lower with action 37. After that select the second box sector.

o5IRgrh.jpg

 

Join them all with J.

Should work now. Welcome to the world of dummy sectors! :D
 

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Now, my question is, why in gzdoom works but not in chocolate/vanilla?

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Upcoming Zokumbsp will have a feature to fix this. You can set a special type for a linedef and it will use the tag number to determine what linedef number it should be. So if you want it be lowest, you could just set it to that type and tag 0. Then linedef 0 and this one will swap data. So if it was linedef 514, that linedef will instead be where linedef 0 was.

 

It's a kludge and in most cases you only need to do it once, but some editors have a tendency to renumber linedefs and move ids around or reuse them in unpredictable ways. If you need the linedef for another special (walk over?) you can build it once with the kludge, load the built wad and set it back to the intended linedef. Hopefully it will stay as linedef 0. If not, do it again...

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20 hours ago, HERRGOTT said:

There is another easier solution?

If you have both DosBox and a valid Heretic iwad you can use DETH, a level editor from the 90's. How cool would it be to do vanilla maps with an old editor?

 

To do so:

Spoiler

 

Get DETH from: https://www.doomworld.com/idgames/utils/level_edit/deth424
Unzip it in somewhere you can mount in DosBox. Copy heretic.wad and heresy.wad in there. 

 

!!! MAKE SURE THIS IS A COPY OF YOUR MEGAWAD. THERE IS A RISK OF SOMETHING GOING WRONG AND YOU LOOSING YOUR WORK! !!!

 

Edit Deth.ini. On the section "Game to edit" type HERETIC in CAPITALS. If you don't use capitals DETH will error out!

dgM6hjP.jpg

 

Edit Heretic.cfg. Because you copied heretic.wad into the same folder remove the path for the iwad.

qfoytyE.jpg

 

Save both files. Launch DosBox and type:


mount c "d:\path\to\DETH"
c:
deth

And DETH starts up:

htz6rQN.jpg

 

On the line type: 


r heresy.wad (and hit enter)
e 1 1 (and press enter)

(Note: "1 1" is from the level header "E1M1". For a Doom2 map01 you'd type "e 01".

7CEtyrf.jpg
G01htuM.jpg

 

And DETH awakens!

LInu4Rv.jpg

 

Press L to go to the Lindefs mode. Carefully try to move the mouse cursor over the crossed area on your map. Press + to zoom in. If the mouse cursor goes to the window edge the screen will easily scroll away. 

2c7EcVy.jpg

 

Select the two linedefs adjoining the hurting floor and sectors to lower. By default the selections in DETH are shown in green and brown:

zI4vFOE.jpg

 

Press F8 and from the menu select "Renumber Selected Linedefs Lowest".

MCrxvge.jpg

 

And what you know: they are renumbered as #0 and #1.

an6N2lA.jpg

 

Press F3 to save and give the wad a new name (8+3 letters). Saving with old name is not recommended in the fear of losing your wad. Note: In DETH if you save a wad with a new name it'll save only the level in it. All the other contents are not included to the new wad. DETH doesn't have a node builder so if you move lines, sectors or vertices you'll have to rebuild nodes manually.

SgZp3rc.jpg

 

It's a shame and real pity that despite of all the UDMF features and other bolts and whistles DB2, GZDB, GZDBBF and UDB can't do this. A feature lost in time. :( Here are the two wads created with the box method and with DETH.

HERESY-edited.zip

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