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DarkPandaX

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About DarkPandaX

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    Warming Up
  1. DarkPandaX

    Polyobjects in UDMF and GZDoom

    Further experimentation yielded disappointing results. In an attempt to make a moving platform using a polyobject utilizing the 3D floor, I discovered the limitations of said polyobjects. When a polyobject moves and regardless of what part of the lines you are actually physically interacting with, the player will be pushed by the polyobject sector. This is most definitely because the code for polyobjects that causes the player to be shoved when the polyobject runs into the player check to see if the player is coming into contact with the displaced sector in its entirety, not just the part that he can actually physically collide with. Another more useful point learned from this experiment is that the collission of the dummy 3D floor is not transferred to the entire area of the polyobject sector, but only to the lines. So if your polyobject has a space between the lines big enough for the player to fall through, he will. So it's still very similar to just using the walkable midtexture flag on your polyobject lines, but in this case the bullets can't pass through the polyobject and will create decals on impact.
  2. DarkPandaX

    Polyobjects in UDMF and GZDoom

    @gemini09 The doorknobs are simply more two-sided polyobj lines. Preferably one would use a specifically made doorknob texture instead of the weird bar thingy I made with vanilla DooM textures. As far as the door closing, using the default door behavior of having it close again after a certain amount of time is, in this case, undesirable. Firstly, most doors of this kind don't do that. Secondly, there's a bug for when door polyobjects that swing try to close; if the player presses up against it when it tries to, the door's default alignment gets thrown off, and when it does close it will be slightly ajar. Not really something that seems like it will occur too often, but I stumbled upon the bug by accident, so it's possible for players of your WAD to do so as well. I say avoid the bug at all costs. Currently what I want to accomplish is to be able to open the door and then after it is open again, to be able to manually close it again at any point after. I'm still an amateur scripter, and not really familiar with polyobjects. Mainly what I'm struggling with is the code for recognizing when each door is open and closed yet still using a single script for each door. Obviously I only want the door to be closeable when it's open and vice-versa.
  3. DarkPandaX

    Polyobjects in UDMF and GZDoom

    http://dl.dropbox.com/u/24481238/Files/swinging_doors_example.wad Here is the WAD file I was playing around with. Right now the doors simply open.
  4. DarkPandaX

    Polyobjects in UDMF and GZDoom

    I sincerely doubt I am the first person who has discovered this, but I didn't find any posts where anybody elaborated on this subject, or any mention of this in any of the related wikis. Let's start at the beginning. I've always been irritated by the seemingly impossible prospect of creating a swinging door in a DooM mod. Short of over-complicated level alteration shenanigans, the only other way of doing it was with polyobjects. However, at the time I was not aware of the two-sided linedef trick that allows you to at least have the ILLUSION of a limited sized door, as opposed to the infinitely tall polyobjects I dabbled with and gave up on before. After I found out about this, and since I mostly make maps using the UDMF format, I got to thinking about whether or not the walkable middle texture flag would work on a polyobject's textures. Suffice to say, it did, and it made me happy. This is not the thing I'm wondering if others have discovered. The polyobject door now swung and clipped properly, but you could still shoot through it. There was no "bullets clip only at the texture flag", so once again the only option was for projectiles to clip anywhere vertically where the line was. Making progress, but still I dabbled. I started wondering if I could somehow combine GZDoom's 3D floors with polyobjects, essentially making a dummy sector within a dummy sector. If it worked, I'd have a door that clipped all things properly. It was doubtful that it'd work, but I tried it anyway. The results were not FULLY what I'd hoped, but it was a happy surprise anyway. What I ended up with was an invisible door. There was no visual, but the 3D floor's collision data was being transferred to the polyobject. I could walk on it, my bullets and I collided with the invisible door, and it even showed up on the map. The reason why the doors didn't have a visual still didn't quite make sense to me, but at the same time it sort of did. Since in the actual map data there isn't a real physical object there to provide the polyobject with texture, I can sort of see why it doesn't; but if I clip into the dummy sector, the 3D floor's sides are missing. So where'd they go? Now if I combine this with the two-sided linedef trick, I can give the door's sides texture, and decals even show up on it. A much better position to be at than where I was a while ago. I still don't have a top texture on my door, but due to the way polyobjects are handled, it strikes me as being unavoidable, unless the ZDoom developers add some extra functionality. Like I said, I'm an out of touch dude when it comes to this community, so I have to figure that SOMEONE out there has already discovered this, and maybe even posted about it. I'd like to know if somebody has managed to find how to lift the visual limitations of the 3D floor polyobject, if that's even possible, or what other tricks there are in this vein. Even if I'm not the first to find out about this, it sure was super exciting to discover it on my own. Eeeeeee!
  5. I sincerely doubt I am the first person who has discovered this, but I didn't find any posts where anybody elaborated on this subject, or any mention of this in any of the related wikis.

    Let's start at the beginning. I've always been irritated by the seemingly impossible prospect of creating a swinging door in a DooM mod. Short of over-complicated level alteration shenanigans, the only other way of doing it was with polyobjects. However, at the time I was not aware of the two-sided linedef trick that allows you to at least have the ILLUSION of a limited sized door, as opposed to the infinitely tall polyobjects I dabbled with and gave up on before.

    After I found out about this, and since I mostly make maps using the UDMF format, I got to thinking about whether or not the walkable middle texture flag would work on a polyobject's textures. Suffice to say, it did, and it made me happy. This is not the thing I'm wondering if others have discovered. The polyobject door now swung and clipped properly, but you could still shoot through it. There was no "bullets clip only at the texture flag", so once again the only option was for projectiles to clip anywhere vertically where the line was. Making progress, but still I dabbled.

    I started wondering if I could somehow combine GZDoom's 3D floors with polyobjects, essentially making a dummy sector withing a dummy sector. If it worked, I'd have a door that clipped all things properly. It was doubtful that it'd work, but I tried it anyway. The results were not FULLY what I'd hoped, but it was a happy surprise anyway.

    What I ended up with was an invisible door. There was no visual, but the 3D floor's collision data was being transferred to the polyobject. I could walk on it, my bullets and I collided with the invisible door, and it even showed up on the map.

    The reason why the doors didn't have a visual still didn't quite make sense to me, but at the same time it sort of did. Since in the actual map data there isn't a real physical object there to provide the polyobject with texture, I can sort of see why it doesn't; but if I clip into the dummy sector, the 3D floor's sides are missing. So where'd they go?

    Now if I combine this with the two-sided linedef trick, I can give the door's sides texture, and decals even show up on it. A much better position to be at than where I was a while ago. I still don't have a top texture on my door, but due to the way polyobjects are handled, it strikes me as being unavoidable, unless the ZDoom developers add some extra functionality.

    Like I said, I'm an out of touch dude when it comes to this community, so I have to figure that SOMEONE out there has already discovered this, and maybe even posted about it. I'd like to know if somebody has managed to find how to lift the visual limitations of the 3D floor polyobject, if that's even possible, or what other tricks there are in this vein.

    Even if I'm not the first to find out about this, it sure was super exciting to discover it on my own. Eeeeeee!

  6. DarkPandaX

    Doomsday Projects

    After reviewing both, I decided to go with GZDooM. It is, as you say, much better. Especially after I loaded PNGs and MP3s and both worked without much tinkering. I am in a world of happy. Not to mention, there is much more solid documentation written for it. Risen3D was an interesting looksy-wooksy. I might try something with it someday, if only to say that I did. Thanks, guys! -C
  7. DarkPandaX

    Doomsday Projects

    Hello, once again. I want to make WADs for Doomsday. It has wonderful capabilities. I desire its full power in order to make extremely impressive TCs. Unfortunately, this power is not easily grasped ahold of, and thus my desires for cool WADs sort of flails in the mud and don't get anywhere. I was wondering if anyone could either give me information I need right here, or if someone could point me out to either a web page or a Doomworld forum topic that covers the various areas of difficulty. Here are some of the problems I have: 1) Doomsday claims to support PNG files. This would be great, because then I wouldn't have to work with the DooM palette and I could use whatever colors I want. Unfortunately, everything I try fails. It would be great if I could learn the exact method for using PNGs in my Doomsday WADs. 2) Doomsday claims to support MP3s and OGG. Various attempts in using wither have produced varying results, all of which involved failure. Either I'm doing it wrong, or there's something fishy going on here. Those are the most pressing concerns, right now. I have looked all over the internet for answers, but everything I have read falls short of answering my woes. If anyone has info that can solve my problems, kindly point me in the right direction. Thanks in advance, -C
  8. DarkPandaX

    Sprite coloring problems

    Most likely my only real option. Time consuming, but nothing worth doing is quick and easy... And what, if any (I assume there is one, if you mentioned it), engines support true color?
  9. DarkPandaX

    Sprite coloring problems

    I have some custom sprites I am currently making, but when I import them, the nice yellow gradient gets muffed up. Looking at the image in 8-bit indexed color mode in a Windows image viewer yields a nice yellow gradient, so the color wasn't hurt when I saved it as such. So therefore it must be that DooM's pallete doesn't support my yellows. What I need to know is, what do I edit, and how do I edit it? Thanks in advance
  10. DarkPandaX

    Issues with linedefs

    Well, I tried it in Doom Legacy. After I went into my wad with XWE and edited my textures so that the waterfall animation I yanked from Plutonia would work, I tried it and everything was fine. So, I went back with Doomsday, and it was fine too. It was fine, I was fine, we're all fine. Thank you. How are you? Anyway, I'm still not sure what happened. Is it possible that a messed-up texture order caused that? I doubt it, but... what if?
  11. DarkPandaX

    Issues with linedefs

    Hello, I have been editing DooM levels for a while now, and I find it engrossing and fun. Recently I have been working on larger-scale projects, since my mapping skills have been steadily improving. However, just today I encountered a problem I am not familiar with, and I could not find any information on the web that is anything like this. There is one problem that is SIMILAR, where peoples .wad file becomes corrupted and when they open it in the editor, all the linedefs are a jumble, as if they've been crumpled up and tossed aside. The problem I have encountered is this: after saving my map, building nodes and so forth, I went to test what I had so far in Doomsday. My first few rooms were okay, but when I walked through a door to another room, everything was a mess. I looked at my map and found that all my linedefs were everywhere like in the aforementioned problem. When I checked it in my editors, the map looked fine and neither found any errors. I am at a loss as to what the problem could be. I use a team effort of Doom Builder and XWE (not the beta). Any idea? Is this a common problem, and I simply did not look hard enough? Or what? Thanks in advance, DarkPandaX
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