[Added] Wall portals

Moderator: GZDoom Developers

Re: Wall portals

Postby Major Cooke » Wed Jul 20, 2016 10:33 am

Care to make a few demonstration wads on how to do them, Tormentor?
User avatar
Major Cooke
QZDoom Maintenance Team
 
Joined: 28 Jan 2007

Re: Wall portals

Postby Tormentor667 » Wed Jul 20, 2016 10:35 am

I honestly don't want to spoil the surprise, so I just say "wait for BoA" :) Though I have to admit: The best way to use them is to make the player feel everything's just fine :)
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Re: Wall portals

Postby Major Cooke » Wed Jul 20, 2016 10:41 am

I meant simpler demonstrations. The problem with using the wiki right now is there ISN'T much content or context to work with. So I don't know how to do things very well like polyobject line portals and such.
User avatar
Major Cooke
QZDoom Maintenance Team
 
Joined: 28 Jan 2007

Re: Wall portals

Postby Graf Zahl » Wed Jul 20, 2016 1:35 pm

POlyobject portals are more or less gimmicks. A good portal will feel like a natural passageway in the map, you shouldn't really notice that there is a portal.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: Wall portals

Postby Major Cooke » Wed Jul 20, 2016 2:03 pm

User avatar
Major Cooke
QZDoom Maintenance Team
 
Joined: 28 Jan 2007

Re: Wall portals

Postby JPL » Sun Jul 31, 2016 2:04 pm

Any timeframe on when a new stable ZDoom/GZDoom release with portals might happen? My current project makes extensive use of them, and when I release it sometime later this year I'd like to be able to point everyone to an official build they can play it with rather than just telling them "use a dev build". I definitely understand lots of changes have gone in since 2.8.1 / 2.1.1 and need testing.
User avatar
JPL
 
 
 
Joined: 09 Apr 2012

Re: Wall portals

Postby Major Cooke » Sun Jul 31, 2016 2:19 pm

GZDoom is reliant on ZDoom, and in turn randi's quite busy lately so you may have to continue relying on it.
User avatar
Major Cooke
QZDoom Maintenance Team
 
Joined: 28 Jan 2007

Re: Wall portals

Postby enderkevin13 » Sun Aug 21, 2016 10:48 pm

2:01 That's what drugs look like, kids.

Holy shit though someone make a boss level like that!
User avatar
enderkevin13
Official abbadon of ZDoom
Banned User
 
Joined: 07 Jul 2015
Location: :noiƚɒɔo⅃

Re: Wall portals

Postby ZZYZX » Mon Aug 22, 2016 1:22 am

I think that part is not possible anymore due to portals not supporting rotation. Even non-static portals. Unless they do support rotation now.
User avatar
ZZYZX
le chat du rabbin
 
 
 
Joined: 14 Oct 2012
Location: Ukraine
Discord: ZZYZX#1394
Github ID: jewalky

Re: Wall portals

Postby Graf Zahl » Mon Aug 22, 2016 1:26 am

What precisely do you mean? Rotating polyobjects? They should work, if they don't it's a bug. Of course they will forever suffer from some inherent limitations of Doom's collision code.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Previous

Return to Closed Feature Suggestions

Who is online

Users browsing this forum: No registered users and 0 guests