NaturalTvventy Posted July 28, 2012 I have an issue with a map, where I get the no more plats! error if I try to use a certain platform. However, all the other floors on the map have been stopped. I have some PMPs, but they aren't moving when I try to use the lift. Also quite a few lower-floor-to-8-above-nearest. But they're all done by the time I use the lift as well. Could it be that the total number needed to causes the error accumulates, and it's not just all at once? Thanks! NT 0 Share this post Link to post
Gez Posted July 28, 2012 If they accumulate, it means somewhere in the code plats can stop without being cleaned out: void P_AddActivePlat(plat_t* plat) { int i; for (i = 0;i < MAXPLATS;i++) if (activeplats[i] == NULL) { activeplats[i] = plat; return; } I_Error ("P_AddActivePlat: no more plats!"); }Note that the only plats that get cleaned out are DownWaitUpStay, Blazing DownWaitUpStay, RaiseAndChange, and RaiseToNearestAndChange. Perpetual plats in particular are not cleaned out but merely put "in stasis" when they stop moving. 0 Share this post Link to post
NaturalTvventy Posted July 29, 2012 Does stairbuilding count as plats? Lower to lowest? Lower to 8 above highest? 0 Share this post Link to post
Marnetmar Posted July 29, 2012 You tagged the lift as zero, didn't ya? 0 Share this post Link to post
NaturalTvventy Posted July 29, 2012 Marnetmar said:You tagged the lift as zero, didn't ya? I really appreceate the vote of confidence Marnetmar. 0 Share this post Link to post
Dragonsbrethren Posted July 29, 2012 NaturalTvventy said:I really appreceate the vote of confidence Marnetmar. You tagged one of the activation lines as zero, didn't ya? 0 Share this post Link to post
Quasar Posted July 30, 2012 Saddest thing about this limit is it's completely unnecessary. The engine actually gains absolutely no advantage from tracking plats this way. Instead of setting th->function == NULL, they could have just coded a plat_stasis "direction" and test for that in T_Plat. This is what Eternity has done since having changed over to C++, seeing that th->function is now a virtual and can't be reassigned to NULL anyways. I just wish I knew wtf they were thinking sometimes 9_9 0 Share this post Link to post
Scypek2 Posted July 30, 2012 Are stopped crushers counted as"put in stasis", too? 0 Share this post Link to post
RestlessRodent Posted July 30, 2012 Quasar said:Saddest thing about this limit is it's completely unnecessary. The engine actually gains absolutely no advantage from tracking plats this way. Would you rather of had Doom release in 1993 or 1994? 0 Share this post Link to post
Quasar Posted July 31, 2012 GhostlyDeath said:Would you rather of had Doom release in 1993 or 1994? Considering I never played it til 1997, it wouldn't have bothered me to have an engine that was a year more mature in its development :) 0 Share this post Link to post