Gherkin Posted August 28, 2003 /me reads about Generalized Linedefs... W1, WR, S1, SR, G1, GR... WTF? What do D1 and DR stand for? It doesnt explain them in the Boom specs :\ 0 Share this post Link to post
Fredrik Posted August 28, 2003 W1 - walk to trigger, one-time only WR - walk to trigger, repeatedly D1 - door trigger (activates sector on second side), one-time only DR - door trigger (activates sector on second side), repeatedly S1 - use to trigger (switch), one-time only SR - use to trigger (switch), repeatedly G1 - shoot to trigger, one-time only GR - shoot to trigger, repeatedly 0 Share this post Link to post
NiGHTMARE Posted August 28, 2003 Since W/G/D/S are all part of the original Doom, I guess the authors of the Boom specs simply figured everyone would already know what they are :) 0 Share this post Link to post
Fletcher` Posted August 28, 2003 Hey you could help me with a boom thing too. What's the sector types for high/low friction flats? 0 Share this post Link to post
Fredrik Posted August 28, 2003 Add 256 for low friction, 512 for high friction. 0 Share this post Link to post
Fletcher` Posted August 28, 2003 It should work. I'm using zdoom 1.17c. 0 Share this post Link to post
Gherkin Posted August 28, 2003 I know ZDoom has both Boom support and Hexen support, but can they be used mixed? Can I make a Hexen map, use Hexen linedefs and in the same map Boom's generalized linedefs too? 0 Share this post Link to post
boris Posted August 28, 2003 Yeah I'm pretty sure that works. AFAIK all maps are internally formated to Hexen format by ZDoom anyways. 0 Share this post Link to post
NokturnuS Posted August 28, 2003 DR/D1 always existed in Doom, so they are not new to Boom. They stand for "doors" (sectors) that not need a tag number. The line itself activate the sector behind. In BOOM (or MBF? Don't remember)also the sector behind the sector activated slowly changes its light level to level of the sector in the other side of the linedef. Bit of confussing, but i'm sure this is documented in one of the .txt files coming with BOOM (the same applies to MBF, Eternity and other boom-related source ports). CYA!! 0 Share this post Link to post
DEMOn Posted August 28, 2003 NokturnuS said:They stand for "doors" (sectors) that not need a tag number. The line itself activate the sector behind. In BOOM (or MBF? Don't remember)also the sector behind the sector activated slowly changes its light level to level of the sector in the other side of the linedef. Bit of confussing, but i'm sure this is documented in one of the .txt files coming with BOOM (the same applies to MBF, Eternity and other boom-related source ports). I didn't know that. that is f'ing cool. 0 Share this post Link to post
Mordeth Posted August 29, 2003 NokturnuS said: In BOOM (or MBF? Don't remember)also the sector behind the sector activated slowly changes its light level to level of the sector in the other side of the linedef. It's a Boom feature, and inherited by 'next-gen' ports such as MBF and Eternity. The light level changes for -any- sector that is TAGGED similar to the door. Those non-door tagged sectors are not going to act like a door because the Dx trigger only affects the tagged sector on the 2nd linedef of the triggerline (that is, the actual door). The light change also works in conjunction with the 213/261 triggers. 0 Share this post Link to post
Quasar Posted August 30, 2003 Lee *did* snazz up the effect in MBF, though ;) The light fading is much smoother than it was in BOOM. 0 Share this post Link to post
Graf Zahl Posted August 30, 2003 Gherkin said:I know ZDoom has both Boom support and Hexen support, but can they be used mixed? Can I make a Hexen map, use Hexen linedefs and in the same map Boom's generalized linedefs too? No, you can't - at least not directly. When ZDoom loads a Doom style map it does a conversion into the Hexen format. In this process ZDoom maps the generalized Boom linedefs to types called Generic_Ceiling, Generic_Floor and so on. There is really no need to do it in such a complicated way with the linedef parameter system Hexen and ZDoom have. You have all the functionality of Boom if you make a Hexen map for ZDoom but you'd have to do it differently (and more intuitively IMHO). 0 Share this post Link to post