Real room above room

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by Doomguy0505 » Mon Jun 06, 2005 3:32 am

Biff wrote:I remembered something I did years back, putting an imp on a fake floor, and he could see me and shoot at me through the floor. His fireballs just explode on the bridge objects though, don't come through to hit me. Based on this experiment, the sight checking code must not work well for this issue.

Check this out, his feet show through the floor. I guess the bridge objects could be raised a bit to fix that? The player would notice the step up then, probably.
I got a fix
The imp is dormant till you get upstairs

by Graf Zahl » Mon Jun 06, 2005 2:27 am

Hopeless. ZDoom's renderer is far too different. Otherwise someone here would already have tried something lile that.

by Ian Maxwell » Sun Jun 05, 2005 11:09 pm

Okay, but there's already a port (rorDoom) that, while it never did make it out of alpha, did in fact have true ROR support (as true as Duke Nukem, anyway). Why not track down the author and beg for permission to yoink the code?

by Graf Zahl » Wed May 25, 2005 9:26 am

As I said: There's nothing to add!

by Cutmanmike » Wed May 25, 2005 8:58 am

Real room above room
I meant that <3

by Graf Zahl » Wed May 25, 2005 8:57 am

Here's nothing to add. :P

by Cutmanmike » Wed May 25, 2005 8:15 am

Grubber saying "added" right about now would put the smile back on the sun

by Belial » Wed May 25, 2005 8:14 am

All of the old wads used this trick. Nothing cheap about it. And it's really hard to make it screw up.

A player is standing on top of the "bridge". The other player is running at ground level towards the bridge. Once he passes the line the bridge will lower and of course the player on top of it will go down with it. That's perfectly fine cause once the running player passes the second line the bridge will raise again.

There, it works. For bridges only but it works.

For full rooms it's impossible to do it in multiplayer. But for SP it's acceptable, and a must if you're making a vanilla map.

by Vader » Wed May 25, 2005 8:00 am

When you´re running around together with your teammates, it may all work wonderfull!
If two player tries to pass such a spot on different ways (one walks the upper wyy the other one the lower) one of them would get stuck though!

Re: Real room above room

by Daniel » Wed May 25, 2005 7:28 am

Vader wrote:Seriously, this method is a very cheap hack plus it wouldn´t work in multiplayer games :wink:
OF course! Just try to play Hell Revealed in Multiplayer... it is full of tricks like that

by Graf Zahl » Wed May 25, 2005 2:35 am

No, they don't. The bridge's z-position is at its bottom, not its top (as for all other things in the game.) It is 4 units high so there you are.

by Phoenix » Tue May 24, 2005 6:54 pm

it's cause all Things are bumped down by 4 pixels, for god knows what bloody reason.

by David Ferstat » Tue May 24, 2005 10:25 am

Remember, though, that if the top surface of the bridge object is higher than the adjacent floor, the monster won't move from floor to bridge object.

by Biff » Tue May 24, 2005 9:09 am

I remembered something I did years back, putting an imp on a fake floor, and he could see me and shoot at me through the floor. His fireballs just explode on the bridge objects though, don't come through to hit me. Based on this experiment, the sight checking code must not work well for this issue.

Check this out, his feet show through the floor. I guess the bridge objects could be raised a bit to fix that? The player would notice the step up then, probably.
Attachments
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by Graf Zahl » Tue May 24, 2005 8:31 am

It has been like that since Boom. But it isn't 100% foolproof.

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