[Fixed] Proximity of things to walls

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Expand view Topic review: [Fixed] Proximity of things to walls

by randi » Thu Sep 25, 2003 9:11 pm

I have decided to slightly move anything that was placed directly on a wall for 2.0.48/2.1.0.

by HotWax » Tue Sep 09, 2003 10:57 am

Hirogen2 wrote:Yeah. Read it at http://classicgaming.com/rott , which says that ROTT was #2 after Doom. It "failed" to become a popular game ONLY because of the 90 deg walls. So then.
It failed to become a popular game because it was made by lazy bastards who couldn't be bothered to spare the time or money it would require to actually develop their own engine that would compete with Doom. Instead, they made a few hacks to the (then ancient) Wolf3D engine, slapped in an excessive amount of blood and gore, a drug reference or two, and called it good. I'm sure the kiddies would have bought it up like candy if they'd had the foresight to include nudity as well. Luckily, they figured out their blunder in time for Duke Nukem 3D.

by Hirogen2 » Tue Sep 09, 2003 10:39 am

Yeah. Read it at http://classicgaming.com/rott , which says that ROTT was #2 after Doom. It "failed" to become a popular game ONLY because of the 90 deg walls. So then.

by HotWax » Tue Sep 09, 2003 10:21 am

Hirogen2 wrote:Anyway, ROTT hat the best weapon management.
Too bad everything else about it sucked. :roll:

by Hirogen2 » Tue Aug 26, 2003 1:44 pm

Here is a theoretical workaround: if an object occupies the same point (x,y) as a line (y=m*x+b), offset the thing one unit orthogonal to the line in the direction of the first sidedef. (That is, get the torch out of the wall with the maximum distance at a constant radius). If there is two sidedefs, well then, draw the torch on both sides.

by Enjay » Sun Aug 17, 2003 5:09 am

HotWax wrote:"The Hazard Suit has a portable transport buffer that allows a team member to store objects in a null space and rematerialize them at anytime."
Sounds like a techy-ised version of a "bag of holding" or a "portable hole" from any fantasy based RPG - D&D may have done it first.

by Hirogen2 » Sun Aug 17, 2003 4:22 am

"The Hazard Suit has a portable transport buffer that allows a team member to store objects in a null space and rematerialize them at anytime."
Yeah heh... if you look at it, Doom's Backpack is smaller than its rocket launcher! ;)
Anyway, ROTT hat the best weapon management. Carry some small ones in your pockets, an MP around the body and a missile/etc weapon in your hand. Taking a look at its sprites, the pistol always was in the right hand, the mis weapon on the left :P

by David Ferstat » Sat Aug 16, 2003 9:52 pm

Yes, that was one ( of several things) that REALLY impressed me with "Star Trek Voyager: Elite Force" (a bit of a mouthful, eh?). The portable tranporter buffer was the only explanation I can recall in an FPS game for the various players' astonishing carrying capacity. The fact that it meshed perfectly with "Star Trek" established reality was, I guess, icing on the cake.

Of course, the excellent level design, animation and sound didn't hurt, either.

by HotWax » Sat Aug 16, 2003 1:02 pm

Hirogen2 wrote:
David Ferstat wrote:
Hirogen2 wrote:Nah I mean if I had two equal cubes, they could not exist at the same position at the same time, except if there is some weird physics.
But you have to remember that we're talking about a virtual world, wherein the physics is, indeed, weird at times. :)
...
Well, if there is lo-grav (best zero grav), carrying heavy weapons is easy. :)
There is still reality in there.
I like how Elite Force allows for the carrying of several large weapons at once.

"The Hazard Suit has a portable transport buffer that allows a team member to store objects in a null space and rematerialize them at anytime."

Best explaination ever. :)

by Hirogen2 » Sat Aug 16, 2003 12:55 am

David Ferstat wrote:
Hirogen2 wrote:Nah I mean if I had two equal cubes, they could not exist at the same position at the same time, except if there is some weird physics.
But you have to remember that we're talking about a virtual world, wherein the physics is, indeed, weird at times. :)
...
Well, if there is lo-grav (best zero grav), carrying heavy weapons is easy. :)
There is still reality in there.

by Hirogen2 » Sat Aug 16, 2003 12:53 am

Hm, if I think of the first room in Heretic E1M1, would it be worth to code a section that puts the torches one unit into the direction of the first sidedef, if there's no second sidedef?

by randi » Fri Aug 15, 2003 8:04 pm

It's still a bad idea to place a sprite directly on a line, because when it gets projected to the screen, imprecision can cause it to be either behind or in front of the line depending on what angle and distance you look at it from.

by HotWax » Fri Aug 15, 2003 10:45 am

Hirogen2 wrote:Nah I mean if I had two equal cubes, they could not exist at the same position at the same time, except if there is some weird physics.
My point was that in Doom, a line does not necessarily represent an object. Doom's maps may be 2-dimensional, but the engine attempts to present it in a 3-dimensional format. An object placed on a line should work because that object could simply rest on the higher floor.

Now if you were referring to objects lying an a WALL, that's different.

I'd also like to point out that real world physics don't really apply in Doom. Last time I checked, there was no known way a gigantic skull could defy gravity, hurl itself at high speeds with no known form of locomotion, or continue to burn indefinately with no known source of fuel...

by David Ferstat » Fri Aug 15, 2003 8:48 am

Hirogen2 wrote:Nah I mean if I had two equal cubes, they could not exist at the same position at the same time, except if there is some weird physics.
But you have to remember that we're talking about a virtual world, wherein the physics is, indeed, weird at times. :)

After all, in this virtual world all objects are surrounded by invisible prism-shaped fields that regulate how the objects collide with other things and scenery, where the player can run insanely fast, even while carrying insanely heavy weapons and equipment. Heck, he/she can even run faster if he/she leans in to a wall! We're talking about a world where gravity can be changed at will, and where some objects can defy gravity, again at will. (Ok, so it's not actually THEIR will.)

This world is what we make it. It lives by our rules, not necessarily the reality we're accustomed to.

by wildweasel » Fri Aug 15, 2003 8:41 am

For the exact same reason you can't have two people standing inside each other. Physics are fun ^_^

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