[Added] Wall portals

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Re: Wall portals

Postby Graf Zahl » Mon Mar 07, 2016 6:46 am

Tormentor667 wrote:@Graf Zahl - One thing I noticed when playing around with the wall portals:
Code: Select allExpand view
Line 14858 (type 156:Line_SetPortal), arg 4 is 1 (should be 0)

Considering that argument 4 is defining the vertical alignment of the portal (floor or ceiling), this message is somehow irritating.



fixed for the next commit.
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Re: Wall portals

Postby Tormentor667 » Mon Mar 07, 2016 7:36 am

That was quick, thanks :)

I also noticed that you can't travel through the portals yet, or am I doing something wrong?
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Re: Wall portals

Postby Major Cooke » Mon Mar 07, 2016 8:31 am

What type do you have?
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Re: Wall portals

Postby Tormentor667 » Mon Mar 07, 2016 9:55 am

Visual + simple teleporter
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Re: Wall portals

Postby Graf Zahl » Mon Mar 07, 2016 6:32 pm

Sight checking works, too, now, so monsters can attack through portals.

(Oh, and I should have had a look at Eternity before doing this, it would have saved me from several hours of debugging this stuff because I overlooked one small but crucial thing in here... :?)
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Re: Wall portals

Postby edward850 » Mon Mar 07, 2016 7:01 pm

I'm a little out of sync with its current development, but are statically linked portals (eternity style) suppose to work at the moment? They just cause the engine to hard-lock when you try to move through them (line tracing is fine).
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Re: Wall portals

Postby Graf Zahl » Tue Mar 08, 2016 2:31 am

What map did you test with?

The last time I ran Vaporware it worked fine. The Polyportal testmap hardlocks indeed, but that's most likely because that case isn't handled yet.
If you got another test map, please give me a link.
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Re: Wall portals

Postby printz » Tue Mar 08, 2016 2:36 am

Do you also have test maps for ZDoom I can test Eternity on? :P I suppose there's that Gez map, for example.
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Re: Wall portals

Postby edward850 » Tue Mar 08, 2016 2:42 am

Graf Zahl wrote:What map did you test with?

The last time I ran Vaporware it worked fine. The Polyportal testmap hardlocks indeed, but that's most likely because that case isn't handled yet.
If you got another test map, please give me a link.

Sure, I made one myself just to fool around with it: https://www.dropbox.com/s/6az97d6vg2esi ... s.wad?dl=1
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Re: Wall portals

Postby Graf Zahl » Tue Mar 08, 2016 3:33 am

printz wrote:Do you also have test maps for ZDoom I can test Eternity on? :P I suppose there's that Gez map, for example.


No. So far I used Vaporware, your polyportal test map and Gez's demo map as my main testing material.
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Re: Wall portals

Postby Graf Zahl » Tue Mar 08, 2016 3:41 am

edward850 wrote:Sure, I made one myself just to fool around with it: https://www.dropbox.com/s/6az97d6vg2esi ... s.wad?dl=1


Thanks, but I think I already found the problem. It got late yesterday evening and I forgot to move the initial portal check for the trace's start position to the proper place. In yesterday's code, if a check originated in a sector with a portal, it could lead to an endless check of the same condition.
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Re: Wall portals

Postby Graf Zahl » Tue Mar 08, 2016 7:43 am

I think that aside from polyportals the feature is complete now. I don't expect it to be completely free of bugs but all the changes to the engine are done now.
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Re: Wall portals

Postby Major Cooke » Tue Mar 08, 2016 8:21 am

Polyportals sounds like the biggest pain of all.
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Re: Wall portals

Postby Nash » Tue Mar 08, 2016 8:24 am

Good work, ZZYZX and Graf Zahl! Thank you for bringing ZDoom closer to Eternity... :D
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Re: Wall portals

Postby Graf Zahl » Tue Mar 08, 2016 8:39 am

Major Cooke wrote:Polyportals sounds like the biggest pain of all.



Not really. What they need is some means to modify the link offset table. Printz's test map initializes properly but can't handle the in-game transitions right now because the handling for that table is not in yet.

Right now the biggest issue with line portals in ZDoom is that they do not render the upper and lower texture of the portal line.
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