[very annoying] Under water air supply

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Topic review
   

Expand view Topic review: [very annoying] Under water air supply

by MasterOFDeath » Mon May 02, 2005 4:37 pm

Yeah but there are 2 problems besides going underneath it.

1. Sprites get cut off.
2. Zdoom's portal coding sucks, any map with portals locks up on me within 2-7 minuites and sometimes I have to restart my PC.

by Kirby » Mon May 02, 2005 3:46 pm

MasterOFDeath wrote:I want translucent water damnit. :evil: :evil: :cry:
Well, if you don't mind the player not going underneath it, you can do it with portals :)

by MasterOFDeath » Mon May 02, 2005 11:15 am

I want translucent water damnit. :evil: :evil: :cry:

Heh, but anyways, the idea of increased air supply is awesome. Maybe in this new map I'm making I could make good use of it (see my title, and no its not a jokewad. ;P )

by Graf Zahl » Mon May 02, 2005 6:11 am

No. This should be configurable by level, not by player class.

by Ajapted » Mon May 02, 2005 6:09 am

Give the player things in DECORATE a "lungcapacity" property.

by Graf Zahl » Sun May 01, 2005 11:42 am

Code: Select all

		// Handle air supply
		if (level.airsupply>0)
		{
			if (player->mo->waterlevel < 3 ||
				(player->mo->flags2 & MF2_INVULNERABLE) ||
				(player->cheats & CF_GODMODE))
			{
				player->air_finished = level.time + level.airsupply*TICRATE;
			}
			else if (player->air_finished <= level.time && !(level.time & 31))
			{
				P_DamageMobj (player->mo, NULL, NULL, 2 + 2*((level.time-player->air_finished)/TICRATE), MOD_WATER);
			}
		}
Do it yourself! ;) Of course it also needs the new option added to MAPINFO.

by Graf Zahl » Fri Feb 11, 2005 3:23 pm

Good idea. Water would be so much more useful if the mapper had more control over it...

by Ultraviolet » Fri Feb 11, 2005 1:31 pm

Also useful would be a player airtimer aprop to set. You could do stuff like the bubbles in Alice.

by bimshwel » Fri Feb 11, 2005 4:08 am

You should see a doctor about that.

by TheDarkArchon » Fri Feb 11, 2005 3:14 am

Anakin S. wrote:In Hexen 2 and Heretic 2, there's a powerup that allows you to hold your breath longer underwater. Maybe this could be made into a powerup for zdoom as well?
*coughcoughRadSuitcough*

by Graf Zahl » Thu Feb 10, 2005 6:17 pm

Anakin S. wrote:In Hexen 2 and Heretic 2, there's a powerup that allows you to hold your breath longer underwater. Maybe this could be made into a powerup for zdoom as well?

That might also be a good idea. But the hard coded 10 second limit is too rigid. You can't do anything with it. Just think about the cool underwater levels in SSD which were such a pain to play because you had to be extremely careful with your air supply. It was no fun. You can make levels where 10 seconds is a good time but there are also cases where the air supply should last longer by default to make them playable.

by Enjay » Thu Feb 10, 2005 5:43 pm

The powerup sounds cool, but being able to remove (or extend) the oxygen time would be very, very useful for all sorts of reasons. Aside from anything else, the Doomguy is wearing a helmet. :P ;)

Perhaps another special or thing could also be added, with a similar mapinfo flag (actually, maybe the special already exists because some Strife levels already behave like this). I mean to have sectors that start damaging after you have been in them for a defined period of time - but without making them swimable. I know scripting can do this, it's just a suggestion. However, the swimable water mapinfo flag gets two thumbs up from me. :thumb: :thumb:



97

by Anakin S. » Thu Feb 10, 2005 5:26 pm

In Hexen 2 and Heretic 2, there's a powerup that allows you to hold your breath longer underwater. Maybe this could be made into a powerup for zdoom as well?

by Enjay » Thu Feb 10, 2005 4:00 pm

Yes please. :yup:

[very annoying] Under water air supply

by Graf Zahl » Thu Feb 10, 2005 3:54 pm

Yes, the issue came up again:

http://forum.zdoom.org/viewtopic.php?t=5186


So how about adding a MAPINFO flag that can set the air supply time under water. And if it is set to 0 there is no underwater damage?

This 10 second limit makes any attempt to create decent underwater levels a futile effort.

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