Mordeth

Administrators
  • Content count

    2753
  • Joined

  • Last visited

Community Reputation

106 Good

About Mordeth

  • Rank
    Administrator
  1. I'm using the 'layers' approach. The entire map geometry is divided into stacking horizontal slices, from a basement layer to ground level to first floor etc. Those layers are usually between 128 to 320 units high, depending on need. Often an indoor part of a room within such a layer can get its own separate private layer. Detailing stuff (with anchored or edge portals) is used on the fly without a pre-determined plan. Each layer has a dummy sector 'anchor' in the same relative position, which you then use to position new geometry in the right places in the adjacent layers. This is important, since every layer has to be precisely positioned to avoid errors. A sector that needs extension into a different layer gets copied there, using the anchor for correct positioning, then adjusted for height. It's not the technique or (lack of) tools itself that makes modding with portals cumbersome. It's the fact that an adjustment in a room might very well affect the geometry of the stuff in the different layer above/below this room and would need adjusting too. Once you put something down, it's that much harder to adjust later. Want to make this room's ceiling higher because it looks better? Too bad, there's already geometry above it that you find very hard to change accordingly. Like, instead of checkers you're now playing 3D chess. Not to mention that you can't preview your new room, if that room depends on another portal area (or two... or three...) to be complete. There's more to 3D then just having nice architecture. There's gameplay that ought to be elevated to 3D as well, both in flow as in combat. And I've found that is the hardest part to get right.
  2. Sure, for some stuff you'll need immediate followup. But for opening a door after a certain group of monsters die? Your door would open even before a player would register that he just killed the last monster. Checking every second or so instead of every tic is plenty. And your player, between different playtroughs, is not going to notice that this door is now opening half a second earlier or later than in his previous session, because he would still be looking at his last victim's corpse falling to the floor. Reason for me to mention is that I see this quite a lot when inpecting scripts. For example a countdown, and you want to do something on every second? Then why loop with increments of 1 tic, or worse: calculating the same amount of remaining seconds every tic, for 35 straight consecutive tics, and then printing that same number 35 times per second to the HUD? The performance hit killed that encounter for me. But yes, offtopic. Rant over; carry on :)
  3. Offtopic, but why do people insist on doing these kind of checks after every tic? Like, 35 times a second? In most circumstances it would be sufficient (plus have better performance) to check eg. every second instead.
  4. Not sure why you guys are still debating this. Like I mentioned earlier, instant death sectors and linedefs have been implemented before in a MBF-based port and Joel did not give the impression this was hard to implement.
  5. Really..? That actually solves a little nagging problem I was having... :)
  6. No such thing. Hitscan needs to actually hit (meaning, be blocked) in order for activation to happen. Unless you mean travelling projectiles and walkover linedef actions, in which case you need to turn on this behaviour in the projectiles' EDF definition.
  7. Way back when E2 used a MBF port, customized by Joel Murdoch. Amongst some other stuff, it featured instant-death sectors (by setting its flag to 18) and even toggleable instant-death linedefs if crossed.
  8. While pondering my options for E2M3, I went ahead and finally replaced the 'computer room paneling' texture subset. This is now based on a pattern taken from this submission by @YukiHerz.

     

    For the curious: a few other posters have also unwittingly made it to the credits section. For example, there's this texture submission by @Enjay over at the ZDoom forums on which E2's fan textures are based on; or a freesound.org sound submitted by @WildWeasel`. And there are the resources specifically made for the project, such as @ukiro's most excellent E3 house exteriors or the E2 subway car exteriors by Jonas Feragen.

    1. ukiro

      ukiro

      I made those textures, what, nearly 2 decades ago? This is not meant as a comment on your development pace—mine is even more abysmal, only less public—but rather a fascinating glimpse at the longevity Doom modding has had in our lives. I'm spending this Sunday morning in 2017 with a coffee drawing Doom textures, original palette and everything. Perhaps I have some you might like…

    2. Mordeth

      Mordeth

      @ukiro: Let's look that up: on August 21st, 1998 I mentioned your new texture set as being ready.  And (nearly) two decades later, they really have not lost any of their shine... amazing :)

    3. ukiro

      ukiro

      Fascinating. I was a teenager living with my dad in northern Sweden then, I'm 38 and living in New York now. Yet Doom persists.

  9. Yes. This release fulfills all of Eternity's promises: fully functional portals, ACSVM and more. Everything E2 was waiting for... :)
  10. Since the last update, I've finished the remaining work left pertaining to the breakable glass textures. Frustrated by soundsequences, I also implemented a similar ACS system for custom door actions and sounds. With this in place, doors can be locked, unlocked with assigned specials, complete with custom sounds and textures for any stage. Nice.

     

    A first attempt is being made at sketching out the last remaining big area of E2M3, after which this map will be pretty much feature complete.

  11. I have a feeling you can't sync random-flicker light levels. The flicker 'pattern' seems to depend on the (absolute) light difference between the flagged sector and its surroundings. You would probably still have to go with a 'master' sector and adjust your gradient sectors' light level accordingly. Eg. if master's 'base' light level is 192 and a gradient sector is 160, a drop of 16 light units in the master also translates to a drop of 16 for the gradient one. You control the base ambient light level by making sure your master sector borders a (dummy) sector with this light level, so it would oscillate between those max / min values only. I currently do this with a generalized ACS script in EE that automatically detects the gradient sectors, the surrounding minimal ambient lighting and polls the master sector in a loop for its current light level and adjusts the gradient automatically without going below ambient lighting.
  12. Boom has two flat light transfer actions: 213 for floors and 261 for ceilings. Way back when I proposed extending this with a light transfer action that take a light level from its master sector plus or minus 8 units. This way you can create light gradients that change accordingly when the master sector has a flicker, glow or blink light effect.
  13. If people adapt vanilla tricks for Boom-compatible maps, things get interesting again with Boom's "property transfer" action (242). You no longer need to have physical raised floors or lowered ceilings... you can bleed from faked flats instead. In the case of Requiem / ikspcial, you can get rid of an awful lot of control sidedefs that way as well and end up using just the fake floor rectangle and the fake ceiling rectangle. That is much more robust, both in setup and visuals. You'd still end up using an invisible moving 'bridge' sector to allow stuff either to stand above or underneath it (or a simple 3DMidTex grid for those ports that have it). It -kinda- holds up to (limited) mouselook, but it is very finicky to get things working just right. However, any sprites just bleed through the whole illusion, not to mention monster behaviour that simply doesn't care. Used to have this for E2 for elevators that move 'between floors' aka portal layers, but once linked portals were finished there was no need for them anymore and they got replaced with proper portal movement stuff.
  14. That's "merely" an extension of the same effect. For more fun (but relying on sidedef sector reference abuse instead), check the secret Quake-remake level of Requiem (the famous drop-down into a room below) or the ikspcial tutorial WAD on /idgames showcasing room-above-room corridors. Both by Iikka Keranen. Still, very nice to see people interested into doing tricks the vanilla way instead of immediately assuming gzdoom.
  15. This editing trick is ancient. I'd like to link you to the old Doomworld Editing tutorials, except @Linguica seems to have broken it during the transition. It's called "fake 3D bridge" but is more commonly known as the "Mordeth bridge".