[Added] Wall portals

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Re: Wall portals

Postby Shadow Hog » Wed Mar 09, 2016 11:31 am

Well then, if Eternity-style fixed-offset portals are working correctly, then it's time to go remake "Lunatic Fringe"...
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Re: Wall portals

Postby NeuralStunner » Wed Mar 09, 2016 12:21 pm

A bit off-topic, but what kind of hassle would it be to move the FastProjectile's combined X/Y/Z movement into all missiles? I tend to make rockets move quite fast, and it's irritating to choose between proper Z movement and nicer features. It seems like FastProjectile hardly saves any processing these days, maybe it could even be "deprecated". (Or at the least, pack anything "extraneous" into an if block. The function duplication still seems pretty weird to me.)

I wonder if you'd even have to compat-flag such a thing. I can't think of any reason why you'd want the bizarre missile movement.

(I can make this a proper suggestion topic if you'd rather.)
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Re: Wall portals

Postby Graf Zahl » Wed Mar 09, 2016 12:25 pm

NeuralStunner wrote:A bit off-topic, but what kind of hassle would it be to move the FastProjectile's combined X/Y/Z movement into all missiles?



Break a lot of stuff.
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Re: Wall portals

Postby Gez » Wed Mar 09, 2016 1:09 pm

I haven't seen any documentation for Line_SetPortalTarget, which seems to be the function to use to redefine a portal at run-time. So I created it and I hope it's actually how it works.

I'm not sure what happens if you redefine a portal in a way which is incompatible with its original definition.
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Re: Wall portals

Postby Shadow Hog » Wed Mar 09, 2016 1:40 pm

Speaking of the wiki, you think it's about time to change Portal from a redirect to Stacked sectors into a disambig page?
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Re: Wall portals

Postby Graf Zahl » Wed Mar 09, 2016 1:52 pm

Gez wrote:I'm not sure what happens if you redefine a portal in a way which is incompatible with its original definition.


You cannot redefine linked portals at all. For the other types, they get temporarily downgraded if the features don't mix.
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Re: Wall portals

Postby Gez » Sat Mar 12, 2016 2:00 am

How complete are the Eternity compatibility portals supposed to be? I've loaded Ogro Power Facility, with the following MAPINFO:
Code: Select allExpand view
map MAP01 "Ogro Power Facility"
{
   translator = "xlat/eternity.txt"
   next = "MAP02"
   secretnext = "MAP02"
   sky1 = "SKY1"
   cluster = 5
   par = 3000
   music = "$MUSIC_RUNNIN"
}

And the horizon effect, for example, isn't here:
Eternity:
Image

GZDoom:
Image
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Re: Wall portals

Postby Graf Zahl » Sat Mar 12, 2016 2:36 am

The Eternity-style horizon portal is not implemented in ZDoom, and neither is the 'transfer portal to wall' effect and the plane portal.
These are strictly renderer side features, and outside my work area.

In GZDoom all this should work as intended. At least I got them implemented. No idea what's the problem now. Maybe they got disabled by some recent restructuring.
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Re: Wall portals

Postby hfc2x » Sat Mar 12, 2016 8:33 am

Shouldn't it be possible for xlat to translate that specific portal type to Line_Horizon?
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Re: Wall portals

Postby Gez » Sat Mar 12, 2016 9:10 am

Not really, it's set up in a different way.


Static portals seem to freeze GZDoom. It eventually runs out of allocatable memory and crashes. Problem encountered with gzdoom-g2.2pre-797-g7134f53.7z from March 9 on devbuilds.
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Re: Wall portals

Postby Graf Zahl » Sat Mar 12, 2016 9:37 am

hfc2x wrote:Shouldn't it be possible for xlat to translate that specific portal type to Line_Horizon?



No. For the simple reason that it's not the same. The Eternity horizon line takes its data from a model sector, not just from the line's front side. And for that Ogro map it makes a major difference.
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Re: Wall portals

Postby Graf Zahl » Sat Mar 12, 2016 10:34 am

Gez wrote:Not really, it's set up in a different way.


Static portals seem to freeze GZDoom. It eventually runs out of allocatable memory and crashes. Problem encountered with gzdoom-g2.2pre-797-g7134f53.7z from March 9 on devbuilds.



Serves you right for insisting on using one-sided lines for portals!
Outside of polyobjects that is absolutely discouraged.
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Re: Wall portals

Postby Major Cooke » Sat Mar 12, 2016 10:53 am

That reminds me, they need a space behind the line, don't they? That is, portals built into walls that are meant to have nothing behind them? Just wanted to double check and update the wiki accordingly.
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Re: Wall portals

Postby Graf Zahl » Sat Mar 12, 2016 12:05 pm

Yes. There must be enough space behind to move into. Otherwise you can collide with stuff that occupies the space behind the portal.
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Re: Wall portals

Postby Major Cooke » Sat Mar 12, 2016 12:50 pm

Added that and a note that the line should be double sided sans polyobjects.
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