Wall portals

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Re: Wall portals

by Graf Zahl » Mon Aug 22, 2016 1:26 am

What precisely do you mean? Rotating polyobjects? They should work, if they don't it's a bug. Of course they will forever suffer from some inherent limitations of Doom's collision code.

Re: Wall portals

by ZZYZX » Mon Aug 22, 2016 1:22 am

I think that part is not possible anymore due to portals not supporting rotation. Even non-static portals. Unless they do support rotation now.

Re: Wall portals

by enderkevin13 » Sun Aug 21, 2016 10:48 pm

2:01 That's what drugs look like, kids.

Holy shit though someone make a boss level like that!

Re: Wall portals

by Major Cooke » Sun Jul 31, 2016 2:19 pm

GZDoom is reliant on ZDoom, and in turn randi's quite busy lately so you may have to continue relying on it.

Re: Wall portals

by JPL » Sun Jul 31, 2016 2:04 pm

Any timeframe on when a new stable ZDoom/GZDoom release with portals might happen? My current project makes extensive use of them, and when I release it sometime later this year I'd like to be able to point everyone to an official build they can play it with rather than just telling them "use a dev build". I definitely understand lots of changes have gone in since 2.8.1 / 2.1.1 and need testing.

Re: Wall portals

by Major Cooke » Wed Jul 20, 2016 2:03 pm

Re: Wall portals

by Graf Zahl » Wed Jul 20, 2016 1:35 pm

POlyobject portals are more or less gimmicks. A good portal will feel like a natural passageway in the map, you shouldn't really notice that there is a portal.

Re: Wall portals

by Major Cooke » Wed Jul 20, 2016 10:41 am

I meant simpler demonstrations. The problem with using the wiki right now is there ISN'T much content or context to work with. So I don't know how to do things very well like polyobject line portals and such.

Re: Wall portals

by Tormentor667 » Wed Jul 20, 2016 10:35 am

I honestly don't want to spoil the surprise, so I just say "wait for BoA" :) Though I have to admit: The best way to use them is to make the player feel everything's just fine :)

Re: Wall portals

by Major Cooke » Wed Jul 20, 2016 10:33 am

Care to make a few demonstration wads on how to do them, Tormentor?

Re: Wall portals

by Tormentor667 » Wed Jul 20, 2016 10:24 am

Sorry for reviving this thread but I just wanted to thank everyone involved in this. I am working with the portals now for two months and it makes up for so many new possibilities that haven't been possible before in terms of vertical maps or space requirements. I love you all :D

Re: Wall portals

by Graf Zahl » Sun Jul 03, 2016 4:31 pm

Gez wrote:(portals across different heights, portals that change destinations at runtime).
Both features are still available, but have to be done a bit differently. The only thing that no longer works is putting a crossable portal on a one sided line because it causes problems with collision detection.

Re: Wall portals

by Gez » Sun Jul 03, 2016 3:46 pm

No, because that'd be too much work. The geometry has to be reworked to put room behind each portal line, and some of the demo features are no longer possible anyway (portals across different heights, portals that change destinations at runtime).

Re: Wall portals

by Major Cooke » Sun Jul 03, 2016 2:19 pm

No.

Re: Wall portals

by StrikerMan780 » Sun Jul 03, 2016 12:58 pm

Is there an updated version of that test wad?

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