[Added] Wall portals

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Re: Wall portals

Postby Major Cooke » Sun May 17, 2015 5:17 pm

You should probably consider trying to merge zdoom's master code as monsters were affected recently, so when and if you do go into that code, you'll be up to date.

Though honestly, it sounds like it'll just be easier spawning a new branch and moving the changes over there instead.
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Re: Wall portals

Postby ZZYZX » Sun May 17, 2015 10:23 pm

Monsters change doesn't sound like something that would collide with my changes, so it might be fairly easy to merge.
Although, for the same reason, I guess it isn't that important until I start working with monsters. I mean, why should I bother with updating my branch to whatever there is if it can be done anytime.

+ I don't want to spend half of my time that's dedicated to portals just to merge the stuff with the master branch.
Given that I still am not going to code this actively, and have like 4 other projects that I'm returning to time to time, so basically every time I return I'd have to do a complex merge. IMO its easier to first make a working code, and only then synchronize it with the master.
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Re: Wall portals

Postby Major Cooke » Tue May 19, 2015 10:55 am

ZZYZX wrote:fairly easy to merge


Except for the big DUMB update. That and a few other updates will need you to sort through a big load of merge conflicts.

But otherwise, fair enough.
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Re: Wall portals

Postby Gez » Tue May 19, 2015 12:17 pm

How and why would the DUMB update cause merge conflicts? He's not touching DUMB code...
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Re: Wall portals

Postby Major Cooke » Tue May 19, 2015 3:14 pm

I'm saying when I had updated my repository I had a ton of merge conflicts and I was pulling from rheit/master and rebasing it too. The DUMB update just happened to be one of them.
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Re: Wall portals

Postby hfc2x » Tue May 19, 2015 7:25 pm

This is awesome and has been a necessary feature for ZDoom for years. Fantastic job, dude.
Spoiler:
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Re: Wall portals

Postby Tormentor667 » Wed May 20, 2015 3:16 am

Major Cooke wrote:And a video!

Where?

Found it... this is sick O_o
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Re: Wall portals

Postby Major Cooke » Wed May 20, 2015 5:26 am

Yeah, it's awesome! Oh man, I think this'll be like the scripting branch is for coders, only this is for mappers. I'm not that good of a mapper but I can still come up with some good designs with this.
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Re: Wall portals

Postby Tormentor667 » Wed May 20, 2015 7:10 am

The question is, when will this be added to the main branch?
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Re: Wall portals

Postby Graf Zahl » Wed May 20, 2015 7:20 am

Only if a) the submitter declares it ready and b) a careful review shows the code doesn't cause any serious future problems
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Re: Wall portals

Postby Major Cooke » Wed May 20, 2015 11:19 am

And there is a whole lot of things on the front page ZZYZX has to go through.

(I'd be willing to wager it gets in before doomscript though. :P I know he's busy and all, but he's made quite some headway recently so who knows.)
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Re: Wall portals

Postby edward850 » Wed May 20, 2015 4:18 pm

That's quite unlikely, actually. AI understanding portals would require a pretty major rewrite of at least their sight checking routines. It's going to be a long time before that gets finished.
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Re: Wall portals

Postby Major Cooke » Wed May 20, 2015 5:17 pm

Hmm, yeah, I see now. That does change everything.

Who knows, such features randi has chipped in before. He might do it after the scripting branch is merged, or maybe even before. (Don't hold your breath, ZZYZX.)
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Re: Wall portals

Postby Beed28 » Thu May 21, 2015 5:03 pm

This is amazing. Just... wow.

Antichamber clones, anybody?
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Re: Wall portals

Postby Tormentor667 » Fri May 22, 2015 1:31 am

Image
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