 Search In
• More options...
Find results that contain...
Find results in... # Chrispaks

Members

84

• Rank
Mini-Member

## Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

1. The switch hunts drove me mad. The concept was really cool though but after the first hub I just got quite bored. I mean, I like puzzles and all (big fan of puzzle games), though switch hunts just resulted in me saving and not wanting to continue. I tried playing it 5-6 times but kept getting bored with it. ... makes me want to re-create all of Hexen but add in insane effects that keep you thoroughly entertained while switch hunting.
2. ## How can 1 segment in SSECTORS be used to create a convex subsector?

I went through and wrote everything out for the nodes, and got this data printed out: (x = 160, y = 160, changex = 0, changey = -64, rightChild = 0 [subsector], leftChild = 1 [subsector]), (x = 96, y = 160, changex = 64, changey = 0, rightChild = 0, leftChild = 2 [subsector]), (x = 160, y = 96, changex = -64, changey = 0, rightChild = 1, leftChild = 3 [subsector]), (x = 96, y = 96, changex = 0, changey = 64, rightChild = 2, leftChild = 4 [subsector]) Nodes have brackets (0..n), subsectors are just the number (3) / \ 4 (2) / \ 3 (1) / \ 2 (0) / \ 1 0 VERTEXES: [(64,64), (64,192), (192,192), (192,64), (96,96), (96,160), (160,160), (160,96), (96,192), (96,64), (192,96), (192,160)] SEGS: [(startVertex = 4, endVertex = 5, angle = 64, linedefNum = 4, direction = 0, offset = 0, ), (startVertex = 5, endVertex = 6, angle = 0, linedefNum = 5, direction = 0, offset = 0, ), (startVertex = 6, endVertex = 7, angle = 192, linedefNum = 6, direction = 0, offset = 0, ), (startVertex = 7, endVertex = 4, angle = 128, linedefNum = 7, direction = 0, offset = 0, ), (startVertex = 11, endVertex = 10, angle = 192, linedefNum = 2, direction = 0, offset = 32, ), (startVertex = 7, endVertex = 6, angle = 64, linedefNum = 6, direction = 1, offset = 0, ), (startVertex = 8, endVertex = 2, angle = 0, linedefNum = 1, direction = 0, offset = 32, ), (startVertex = 2, endVertex = 11, angle = 192, linedefNum = 2, direction = 0, offset = 0, ), (startVertex = 6, endVertex = 5, angle = 128, linedefNum = 5, direction = 1, offset = 0, ), (startVertex = 10, endVertex = 3, angle = 192, linedefNum = 2, direction = 0, offset = 96, ), (startVertex = 3, endVertex = 9, angle = 128, linedefNum = 3, direction = 0, offset = 0, ), (startVertex = 4, endVertex = 7, angle = 0, linedefNum = 7, direction = 1, offset = 0, ), (startVertex = 0, endVertex = 1, angle = 64, linedefNum = 0, direction = 0, offset = 0, ), (startVertex = 1, endVertex = 8, angle = 0, linedefNum = 1, direction = 0, offset = 0, ), (startVertex = 9, endVertex = 0, angle = 128, linedefNum = 3, direction = 0, offset = 96, ), (startVertex = 5, endVertex = 4, angle = 192, linedefNum = 4, direction = 1, offset = 0, )] SUBSECTORS: [(4,0), (2,4), (3,6), (3,9), (4,12)] NODES (raw signed data, see top of post for unsigned children nodes): [(x = 160, y = 160, changex = 0, changey = -64, rightChild = -32768, leftChild = -32767), (x = 96, y = 160, changex = 64, changey = 0, rightChild = 0, leftChild = -32766), (x = 160, y = 96, changex = -64, changey = 0, rightChild = 1, leftChild = -32765), (x = 96, y = 96, changex = 0, changey = 64, rightChild = 2, leftChild = -32764)]Rendered, it shows up how I expect it to show up: The above image shows the whole map (blue lines = linedefs connected by the white vertices, the yellow lines show all the lines for the specific segment, in this case... subsector 4's four line segments How do I used the dx and dy again? For example, the root node is 3, and its x/y is (96,96). The changey = 64, so that means I go up 64 units to (96,160). Does that just mean the line that was used to split up the level for the left/right bounding boxes? Or can I use it as an actual line in calculating a polygon? I'm probably missing something, can you clarify for me what to do to get the sector polygons I need again? Sorry if it's an inconvenience; something isn't clicking with me BTW: The data values should be right, but if somethings wrong then maybe I messed something up (like if something should be unsigned, then I messed up...); though I was able to render doom2 map29 lines and vertices properly so thus far everything should be working right...
3. ## How can 1 segment in SSECTORS be used to create a convex subsector?

I'm working on a program that's helping me learn how doom works. I started with making a 2d automap renderer to see if I could dissect the engine and grab the data that I want. Thus far it was a success and I was able to map out all the things, lines, segs...etc But I was interested in how the subsectors are formed. Sometimes I get segs that are separated, I assumed you just connect the dots... but you can't in a certain amount of them. Whats even more confusing is how you go about drawing a subsector when you only have one line. I've been reading the doom wiki for days and I'm stuck on how to render a 2D birds eye view of a subsector. Therefore: How (using Doom in Hexen lumps and the latest ZDBSP on zdoom.org) can I figure out the edges of the polygon from the wad files given to me from the lumps inside a map file? Quick ninja question: For segs, what is the point of 8-9 Signed short Direction 10-11 Signed short Offset Direction is the angle between the first and second vertex? Offset has to do with the texture that's on it? EDIT: Please bear with me, first time I've took on a project like this.
4. Damnit I always used to heal up to 100% and then blast my way backwards into it, I'd always start with ~10% health thanks to the rocket :( BUT NOW I KNOW.
5. ## Boss monsters: What Doom brought to the table -- can it be recaptured?

I've been thinking of ideas and one of the issues that plagues me is my inability to do art. I've looked on various zdoom threads and anatomy books to draw an epic monster, but damn it's tough. Even with photoshop and the cool tricks it has, making the art is-- for me at least-- infinitely harder than making the decorate and room[s] for it :( In fact it's not even that its hard, I made a great model with some smudging but the doom palette makes it look like I barfed on my screen... and I don't want to limit myself to GZDoom [not that I have a problem with it] All the ideas in this thread I've manifested into a vision, but the sprites itself are a roadblock not even Jesus H Walford Christ himself could break.
6. 