Archi Posted January 7, 2011 I have some problems with 3dmidtexs on my map. It's necessary to walk monsters on them and under them. So, I found solution by marking border lines with flag "Block monsters", but monsters can't pass under this lines. Eternity version is 3.39.20. Here is example: http://archi.my1.ru/temp/3dmidfall.wad Btw, some questions. What about scripting? If Small is deprecated, can I use FraggleScript? What about 3d floors, linked portals? Will it or not? What about height of spawning things? And identifying them by argument like tid from zdoom. 0 Share this post Link to post
Gez Posted January 7, 2011 Archi said:What about scripting? If Small is deprecated, can I use FraggleScript? FraggleScript has been entirely removed from the engine, so no, you can't use it. Eternity's scripting solution is something called Aeon, based on javascript. It's for the future; let's hope it won't take as long as ZDoom's "DoomScript".Archi said:What about 3d floors, linked portals? Will it or not? 3D floors: no. Linked portals: yes. Archi said:What about height of spawning things? And identifying them by argument like tid from zdoom. Not possible in the Doom map format. You'll have to wait for Eternity to officially support the Hexen map format and/or UDMF. 0 Share this post Link to post
Archi Posted January 7, 2011 Gez said:3D floors: no. Bad news. With linked portals it may be powerful. And also, Legacy has 3d floors.Gez said:Not possible in the Doom map format. You'll have to wait for Eternity to officially support the Hexen map format and/or UDMF. Bad news too. Forced to wait for better times. 0 Share this post Link to post
Gez Posted January 7, 2011 The guy behind the portals in Eternity is the same as the guy behind the 3D floors in Legacy. He knows very well how useful they are, but also how hard they are to implement within Doom's software renderer. As for things height and TID, there is a workaround possible with ExtraData: http://eternity.youfailit.net/index.php?title=ExtraData#Mapthings 0 Share this post Link to post
printz Posted January 7, 2011 Archi said:So, I found solution by marking border lines with flag "Block monsters", but monsters can't pass under this lines.Are you sure? Try it. Lines which have both "block monsters" and "3d middle texture" only block monsters that try to step on them, not those walking below them. It's an exception to the general 'block all monsters' rule. 0 Share this post Link to post
Archi Posted January 7, 2011 Tested again. Yes, it really works. Thank you! Btw, new question. Mapinfo works or no? Or may be i do something wrong. Here it is. [START] levelname = Start creator = Archi music = DPSS Edit: Understood where problem was. No more questions yet. ;) 0 Share this post Link to post
Quasar Posted January 7, 2011 Height of spawning objects *can* be specified, via use of ExtraData - ExtraData is/was a stopgap solution on the way to UDMF and is one of the things that inspired its creation. Support for ExtraData will be continued even after UDMF is supported, although it is unlikely that new features will continue to be added to it unless they happen very naturally (ie. new bitflags or specials). ExtraData is not very convenient compared to UDMF or Hexen format, but it works. However I should warn you that spawning objects above 3DMidTex at level start may not work; you may find they've fallen to the ground. I haven't tested it personally, but I believe that monsters have to step onto a 3DMidTex line of their own accord, or through ordinary physics interactions, before it will actually hold them up. All I can say is try it and see what happens. 0 Share this post Link to post
Archi Posted January 7, 2011 Thanks for answer. Can I post here my questions about Eternity? 0 Share this post Link to post
printz Posted January 7, 2011 Archi said:What about 3d floors, linked portals?There aren't 3d floors in Eternity, but linked portals do work. However, last time I tried mapping them, they weren't finished: hitscans, sights and other tracers were blocked (whereas objects not), and any object could telefrag any object (including your own plasma on you). I guess the intended use for linked portals is multilayer mapping, where several layers of the map are mounted on each other. However, you can also use linked portals to defy physical reality. For example if by your mapping you'd like to advance forward, but are blocked by another room behind the wall, you can use linked portals to build another room anyway, even if it shares coordinates with the old one. 0 Share this post Link to post
Archi Posted January 7, 2011 printz, can you post example? So, may be I can't understand some things, but if I create a linked portal, it is not workable. 0 Share this post Link to post