Problem with Heretic walltorch

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Expand view Topic review: Problem with Heretic walltorch

Re: Problem with Heretic walltorch

by edward850 » Fri Jan 30, 2015 2:23 am

MaxED wrote:R2215: Fixed, Visual mode: when thing's position is not absolute, it should always be positioned between floor and ceiling planes.
walltorch2 (edit area) at 2015.01.30 11-18-10.833 [R2201].jpg
Just make sure it's based on the actors absolute center. Actors can be placed into holes smaller than themselves on spawn.

Re: Problem with Heretic walltorch

by Kappes Buur » Fri Jan 30, 2015 2:22 am

MaxED wrote:R2215: Fixed, Visual mode: when thing's position is not absolute, it should always be positioned between floor and ceiling planes.
Thank you

Re: Problem with Heretic walltorch

by MaxED » Fri Jan 30, 2015 2:21 am

R2215: Fixed, Visual mode: when thing's position is not absolute, it should always be positioned between floor and ceiling planes.
walltorch2 (edit area) at 2015.01.30 11-18-10.833 [R2201].jpg

Re: Problem with Heretic walltorch

by Kappes Buur » Fri Jan 30, 2015 2:19 am

I saved the torch sprites as png, adjusted the offset with Slade3 and imported them into my map.
But I still had to make those sectors hollow to extend the sector heights.

Image

Thank you gentlemen.

Re: Problem with Heretic walltorch

by Graf Zahl » Fri Jan 30, 2015 2:12 am

They were obviously defined so that with a z-less map format they spawn in the middle of a wall. Unfortunately this limits their usefulness quite a bit.
I'm afraid but you'll have to redefine the sprite offsets with TEXTURES and create a replacement actor to get around this problem because changing the original actors is not an option.

Re: Problem with Heretic walltorch

by edward850 » Thu Jan 29, 2015 11:26 pm

Because you're extending them into the floor. And seeing as things can't exist below a floor...

Re: Problem with Heretic walltorch

by Kappes Buur » Thu Jan 29, 2015 11:11 pm

I'm using GZDoom Builder r2213.
The offsets are effective but only up to a certain amount. There is something screwy with how the walltorch is applied
in the game engine on tight sectors. On a regular wall it works just fine.

[Addendum]
I just modified my map with those hollow sectors and it still does not work.
Most peculiar.
Attachments
walltorch3.wad
another example pwad
(32.39 KiB) Downloaded 33 times

Re: Problem with Heretic walltorch

by edward850 » Thu Jan 29, 2015 10:54 pm

Looks like the editor isn't taking sprite offsets into account. The wall torch sprite ends 90 units above 0.

Problem with Heretic walltorch

by Kappes Buur » Thu Jan 29, 2015 10:38 pm

When I align the walltorches in the editor, such as this
  • Image
they are displayed like this when running in ZDoom
  • Image
or with GZDoom I get this
  • Image
When I attach the walltorch to a regular wall, or when I hollow out those sectors so that they are all the same height,
then it works alright.
Attachments
walltorch2.wad
example pwad
(6.54 KiB) Downloaded 33 times

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