[No]Real room above room

Moderator: GZDoom Developers

David Ferstat wrote: and monsters can see through the fake floors and ceilings,

No, they can't. That is handled by the sight checking code.

Graf Zahl

Joined: 19 Jul 2003
Location: Germany

Re: Real room above room

(the iso-view partially sucks )

Your text and arrow skills fail it completely, AND the map and 3D view look better than text/arrow... how come?

Hirogen2

Joined: 19 Jul 2003
Location: Central Germany

Re: Real room above room

Vader wrote:Let´s say the above picture is taken in the editor of your choice.
now what I think Compwhiz128 is trying to do is:
Drawing a simple room + a stairway leading down(1)
Connecting the stairway with another room, wich is about in the same position as the first room only a few mapunits below it´s floor (2)
Given a hypethitical isometric view, it would look like shown in 3.

You wouldn´t be able to see the above room from the room below or vice versa.
I know that it was possible in Duke3d, but I´ve no clue about how it could work in Zdoom:?

Suppose the higher sector is 256/128 ceiling/floor height
Suppose the lower sector is 128/0 ceiling/floor height

When the player go down to the stairs, just put a line that moves down the floor, and following, a line that puts the ceiling down; before these lines, just put a line that puts the floor up and a line that puts the ceiling up (all oriented in the player way to go down the stairs).

Daniel

Joined: 04 Jul 2004

Ok, so why don't we just bite the bullet and recode the engine?

QBasicer
#include <QBasicer.h>

Joined: 16 Sep 2003
Github ID: qbasicer

Cause randy isin't crazy like I am...

I would so try if I could compile ZDoom. (and knew the math and all that too)

Bio Hazard
Lord of the Lord of Nitpicking.

Joined: 16 Aug 2003
Location: ferret ~/C/ZDL \$

Re: Real room above room

Hirogen2 wrote:Your text and arrow skills fail it completely, AND the map and 3D view look better than text/arrow... how come?

Heh, maybe I´m kind of dyslexic, dunno

Suppose the higher sector is 256/128 ceiling/floor height
Suppose the lower sector is 128/0 ceiling/floor height

When the player go down to the stairs, just put a line that moves down the floor, and following, a line that puts the ceiling down; before these lines, just put a line that puts the floor up and a line that puts the ceiling up (all oriented in the player way to go down the stairs).

Laughing

Omg, why haven´t I thought of this before... awesome trick [/sarcasm]
Seriously, this method is a very cheap hack plus it wouldn´t work in multiplayer games

Mandroid ginger Ninja

Joined: 30 Jul 2004
Location: Germany

Graf Zahl wrote:
David Ferstat wrote: and monsters can see through the fake floors and ceilings,

No, they can't. That is handled by the sight checking code.

Sorry. My mistake.

Is this a recent bug-fix, or has this been so since the start of fake floors? I ask because I thought that monsters were trying to shoot me through one of the fake floors in Rex's Darkest hour.

David Ferstat
Oh dear, I think you'll find reality is on the blink again.

Joined: 16 Jul 2003
Location: Perth, Western Australia

It has been like that since Boom. But it isn't 100% foolproof.

Graf Zahl

Joined: 19 Jul 2003
Location: Germany

I remembered something I did years back, putting an imp on a fake floor, and he could see me and shoot at me through the floor. His fireballs just explode on the bridge objects though, don't come through to hit me. Based on this experiment, the sight checking code must not work well for this issue.

Check this out, his feet show through the floor. I guess the bridge objects could be raised a bit to fix that? The player would notice the step up then, probably.
Attachments
2storyf.zip

Biff
Caleb is back for a visit

Joined: 16 Jul 2003
Location: Monrovia, CA, USA

Remember, though, that if the top surface of the bridge object is higher than the adjacent floor, the monster won't move from floor to bridge object.

David Ferstat
Oh dear, I think you'll find reality is on the blink again.

Joined: 16 Jul 2003
Location: Perth, Western Australia

it's cause all Things are bumped down by 4 pixels, for god knows what bloody reason.

Phoenix
omg album art

Joined: 28 Sep 2004
Location: nowhere

No, they don't. The bridge's z-position is at its bottom, not its top (as for all other things in the game.) It is 4 units high so there you are.

Graf Zahl

Joined: 19 Jul 2003
Location: Germany

Re: Real room above room

Vader wrote:Seriously, this method is a very cheap hack plus it wouldn´t work in multiplayer games

OF course! Just try to play Hell Revealed in Multiplayer... it is full of tricks like that

Daniel

Joined: 04 Jul 2004

When you´re running around together with your teammates, it may all work wonderfull!
If two player tries to pass such a spot on different ways (one walks the upper wyy the other one the lower) one of them would get stuck though!

Mandroid ginger Ninja

Joined: 30 Jul 2004
Location: Germany

All of the old wads used this trick. Nothing cheap about it. And it's really hard to make it screw up.

A player is standing on top of the "bridge". The other player is running at ground level towards the bridge. Once he passes the line the bridge will lower and of course the player on top of it will go down with it. That's perfectly fine cause once the running player passes the second line the bridge will raise again.

There, it works. For bridges only but it works.

For full rooms it's impossible to do it in multiplayer. But for SP it's acceptable, and a must if you're making a vanilla map.

Belial
MC™

Joined: 09 Feb 2005

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