A couple of questions about Player1

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A couple of questions about Player1

Postby Kappes Buur » Wed Sep 17, 2003 4:58 pm

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In the Megawad Newdoom CommunityChest, Map 01, there are a lot of Player1 things, and I mean a lot. All except one are voodoodolls.

1. How does the engine determine, which one is the actual Player1 startpoint?

For the next question go to the first room, with some Imps and two Player1 voodoodolls, straight on just as you come in from the main leadin corridor.

2. Why is the Player1 thing on the lefthand side not sitting on top of the 32 unit high floor, but blended into the sector sitting at 0 unit high?
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Postby HotWax » Wed Sep 17, 2003 5:04 pm

Not sure about #2, but for #1, the lowest-numbered (Thing ID) Player start is the real player start. (Or was it the highest-numbered?)
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Postby Cyb » Wed Sep 17, 2003 5:16 pm

the highest numbered (ie most recently placed) player1 start is the real start
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Postby The Ultimate DooMer » Wed Sep 17, 2003 5:17 pm

Kappes Buur wrote:.
In the Megawad Newdoom (uh? I think you mean Doomworld!) CommunityChest, Map 01, there are a lot of Player1 things, and I mean a lot. All except one are voodoodolls.

1. How does the engine determine, which one is the actual Player1 startpoint?

For the next question go to the first room, with some Imps and two Player1 voodoodolls, straight on just as you come in from the main leadin corridor.

2. Why is the Player1 thing on the lefthand side not sitting on top of the 32 unit high floor, but blended into the sector sitting at 0 unit high?
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1. It's the highest numbered thing, as I have to keep moving the starts around when I place manikins down.

2. I don't know, it's probably a bug. The manikin there is in the same place on the ledge relative to the other one. Maybe it's because there's a secret door right next to the ledge - but then again it's never appeared like that when I've played it. Still, I fixed it by moving the manikin 2 units to the right (you can fix it yourself if you want to) so it must be to do with that.
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Postby Kappes Buur » Wed Sep 17, 2003 8:27 pm

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Oh, right. It's Doomworld CommunityChest and Newdoom Community Project.
By the looks of things it will be quite a while before NCP will be finished.
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Postby Hirogen2 » Thu Sep 18, 2003 5:51 am

HotWax wrote:Not sure about #2, but for #1, the lowest-numbered (Thing ID) Player start is the real player start. (Or was it the highest-numbered?)

Not only Thing ID but also Thing Number (i.e. to make Vodoo Dolls in the vanilla Doom format, which doesnot have TIDs)
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Postby randi » Thu Sep 18, 2003 12:08 pm

The player start's TID is unimportant in deciding which one is not a voodoo doll. As Cyb, said, the only thing that matters is the order in which you place them, with the most recently placed one being the real player.

When Doom sees a player start, it spawns a player. When it sees another start for the same player, it spawns the player again without checking if that player was already spawned. It spawns them in the order you placed them, and because you can only control one player at a time, your control goes to the last player that was spawned.
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Postby Cyb » Thu Sep 18, 2003 2:07 pm

that'd be freaky if you could control all of them at once...
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Postby HotWax » Thu Sep 18, 2003 2:22 pm

Yes, I meant Thing number when I said Thing ID. I wasn't referring to the TID, and I already knew that that was a Hexen-only feature. Sorry for the confusion.
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Postby The Ultimate DooMer » Thu Sep 18, 2003 2:36 pm

I meant the thing number in the editor, too.
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