[2.8pre-1312] Waggle effects no longer work on tag 0

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Expand view Topic review: [2.8pre-1312] Waggle effects no longer work on tag 0

Re: [2.8pre-1312] Waggle effects no longer work on tag 0

by Graf Zahl » Mon Mar 30, 2015 3:13 pm

Talk about abuse...

Re: [2.8pre-1312] Waggle effects no longer work on tag 0

by Beed28 » Mon Mar 30, 2015 2:59 pm

The only problem is the project in question is a gameplay mod, and is supposed to played with existing maps.

Re: [2.8pre-1312] Waggle effects no longer work on tag 0

by phantombeta » Mon Mar 30, 2015 12:43 pm

@ibm5155
I believe tag 0 is used for triggering the effect on the sector that the back side of the line is pointing at.

Re: [2.8pre-1312] Waggle effects no longer work on tag 0

by Graf Zahl » Mon Mar 30, 2015 12:42 pm

Beed28 wrote:Not even a compatibility flag?
No sane mapper ever used this in a constructive way. In this case, since it's your project now, my recommendation is to fix it to work within defined specifications.

Re: [2.8pre-1312] Waggle effects no longer work on tag 0

by ibm5155 » Mon Mar 30, 2015 12:38 pm

idk why tag zero cant be used, for me it is weird buy anyway...
Just make a replace of 0 tags to any other tag ( i think there's a find replace function over doom builder)

and ending, what's the difference btw tag zero and one? and why tag zero is so special that can't use half sector change commands? For me it's like, you can use all tags higher or equal than zero, but remember, tag 5 cannot be used for any sector change action

Re: [2.8pre-1312] Waggle effects no longer work on tag 0

by Beed28 » Mon Mar 30, 2015 11:58 am

Not even a compatibility flag?

Re: [2.8pre-1312] Waggle effects no longer work on tag 0

by Graf Zahl » Mon Mar 30, 2015 11:54 am

So what? It was changed some time ago to act like any other special: tag 0 triggers the backside of the trigger line. And that's how it will remain.

Re: [2.8pre-1312] Waggle effects no longer work on tag 0

by Beed28 » Mon Mar 30, 2015 11:16 am

There was a mod for MM8BDM that adds three of several insane map effects, and applying Floor_Waggle and Ceiling_Waggle to every sector was one of the effects. To be honest, the mod was originally done by someone else several years ago before I started expanding on it, and it had that effect.

Re: [2.8pre-1312] Waggle effects no longer work on tag 0

by Graf Zahl » Mon Mar 30, 2015 10:29 am

Why should they work on tag 0? And what's the obsession of Zandronum modders to use tag 0 for stuff it's never supposed to be used on???

[2.8pre-1312] Waggle effects no longer work on tag 0

by Beed28 » Mon Mar 30, 2015 10:20 am

I was brought here from the Zandronum bug tracker:
http://zandronum.com/tracker/view.php?id=2140

Basically, in the past, Floor_Waggle and Ceiling_Waggle worked on sectors with no tag (tag 0). But since Zandronum 2.0 came out, I discovered that the actions no longer work properly on tag 0 sectors.

Included is a small map that runs in Hexen that has a script that runs two different Floor_Waggle actions on sectors tagged 0 and 1. In Chocolate Hexen and old versions of ZDoom and Zandronum, pressing the button in front of you will start moving the entire map. However, in Zandronum 2.0 and latest versions of ZDoom, only the stone pillar (the only sector with tag 1) and the switch itself will move. What makes this baffling is that the switch sector and the rest of the map is tagged 0, yet the switch moves while the ground remains still.
Attachments
WaggleTag0.wad
Test map, requires Hexen.
(4.72 KiB) Downloaded 44 times

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