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PostPosted: Mon May 23, 2005 11:50 am
by Graf Zahl
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.

Re: Real room above room

PostPosted: Mon May 23, 2005 3:29 pm
by Hirogen2
Vader wrote:Image
(the iso-view partially sucks :P )

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

Re: Real room above room

PostPosted: Mon May 23, 2005 3:56 pm
by Daniel
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:?



How about this:

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).


READY! You'll have your (fake) 3D SECTOR!!!!!!!

:lol:

PostPosted: Mon May 23, 2005 8:01 pm
by QBasicer
Ok, so why don't we just bite the bullet and recode the engine?

PostPosted: Mon May 23, 2005 9:33 pm
by Bio Hazard
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)

Re: Real room above room

PostPosted: Tue May 24, 2005 1:02 am
by Vader
Hirogen2 wrote:Your text and arrow skills fail it completely, AND the map and 3D view look better than text/arrow... how come? :lol:


Heh, maybe I´m kind of dyslexic, dunno :)

Daniel wrote:How about this:

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).


READY! You'll have your (fake) 3D SECTOR!!!!!!!

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 :wink:

PostPosted: Tue May 24, 2005 7:17 am
by David Ferstat
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.

PostPosted: Tue May 24, 2005 8:31 am
by Graf Zahl
It has been like that since Boom. But it isn't 100% foolproof.

PostPosted: Tue May 24, 2005 9:09 am
by Biff
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.

PostPosted: Tue May 24, 2005 10:25 am
by David Ferstat
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.

PostPosted: Tue May 24, 2005 6:54 pm
by Phoenix
it's cause all Things are bumped down by 4 pixels, for god knows what bloody reason.

PostPosted: Wed May 25, 2005 2:35 am
by Graf Zahl
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.

Re: Real room above room

PostPosted: Wed May 25, 2005 7:28 am
by Daniel
Vader wrote:Seriously, this method is a very cheap hack plus it wouldn´t work in multiplayer games :wink:


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

PostPosted: Wed May 25, 2005 8:00 am
by Vader
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!

PostPosted: Wed May 25, 2005 8:14 am
by Belial
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.