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snnnnori

[boom] are there any problems with using action 242 for fake 3d bridges?

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  thread title. for clarification, i mean "fake 3d bridges" as the structure where mappers use self-referencing/"invisible" sectors and instamoving floors. i'd rather not make a bunch of action 242 bridges and find out later on that they cause HOMs or something. i only test in prboom-plus & zandronum.

  thank you for your time.

  p.s. sorry for the lack of... post. i'd rather be making maps than to write. :u

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The only potentional problem that occurs to me is that 242 creates ceilings as well as floors, so if your bridge crosses sectors with different ceiling heights, then you'll need additional sector tags for each one.

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242 is definitely better and more robust than self referencing sectors. The main difference is that you cannot shoot through the invisible walls, which you can through self-referencing sectors in non-ZDoom based ports.

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Also if you're mapping for Eternity, you shouldn't use vanilla Doom self-referencing sectors if you also use linked portals. Does GZDoom work around that?

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printz said:

Also if you're mapping for Eternity, you shouldn't use vanilla Doom self-referencing sectors if you also use linked portals. Does GZDoom work around that?



No. If they share no off-map connection it won't work right. I could try to solve this by traversing subsectors through partnersegs but that comes with its own share of problems.

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You can't use action 242 to create the bridge's own floor and ceiling, because the player would see a HOM when looking at it from a side. You need to use the action the opposite way, to create the floor below the bridge and the ceiling above the bridge, and construct the bridge itself out of middle textures only.

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ooohh, alright thanks. i guess the reason why i feel like it's broken or something is because i never really see anybody else using it.

thanks

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