Teleporting and "Portals" (possibly feature-reques

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Teleporting and "Portals" (possibly feature-reques

Postby Anonymous » Thu Oct 16, 2003 5:17 am

Why doesnt ammo teleport across lines? And how hard would it be to implement this?

The reason i ask, is because it makes the silent teleport line rather un-foolproof (for creating room-over-room effects) when you shoot a rocket, then notice... after you climb up the stairs, that the rocket isnt there...

also, using the skybox and/or mirror-line technology, would it be hard to implement quake3 style "portals", much like a skybox, yet horizontal?
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Re: Teleporting and "Portals" (possibly feature-re

Postby Hirogen2 » Thu Oct 16, 2003 5:30 am

immortal18 wrote:Why doesnt ammo teleport across lines?

It does. See /pub/idgames/levels/doom2/deathmatch/Ports/a-c/basedm1.zip , where
a shotgun (and thus any object) is carried and teleported on the floor.
Out of the box without knowing for sure, I'd say it could be Doom linedef
special 251/252.
EDIT: and I was right, but it was 253 :)

also, using the skybox and/or mirror-line technology, would it be hard
to implement quake3 style "portals", much like a skybox, yet horizontal?

Sorry, I do not know what Q3 style portals are, and UT portals are different,
however this sounds like you want the 9:Line_Horizon Hexen special, for
creating an endless view until the horizon?
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Postby Lexus Alyus » Thu Oct 16, 2003 6:27 am

I don't know about the Q3 portal thing, bt I know you can use a sky box to create an effect similar to Unreal Tewle[ports (where you can see the room your gonn teleport into). This is done by using sky boxs and it is horizantal...
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Postby Enjay » Thu Oct 16, 2003 6:56 am

I'm pretty sure the Q3 effect he means is basically the same as the Unreal effect. There is an example WAD floating around somewhere of this being done using a skybox. Link anyone?

As for "Why doesnt ammo teleport across lines?" I think immortal18 (18? I thought there could be only one :P ) means ammo that has been fired, not ammo that is lying on the ground waiting to be picked up.

It is possible to make projectiles (rockets, plasma, fireballs etc) teleport using dehacked bits, but hitscan shots will not teleport.
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Re: Teleporting and "Portals" (possibly feature-re

Postby Graf Zahl » Thu Oct 16, 2003 9:24 am

immortal18 wrote:Why doesnt ammo teleport across lines? And how hard would it be to implement this?

The reason i ask, is because it makes the silent teleport line rather un-foolproof (for creating room-over-room effects) when you shoot a rocket, then notice... after you climb up the stairs, that the rocket isnt there...

also, using the skybox and/or mirror-line technology, would it be hard to implement quake3 style "portals", much like a skybox, yet horizontal?



As someone said before Ammo does teleport. What does not teleport are projectiles and the reason for this is simple: There is an object flag called NOTELEPORT which tells the game not to teleport this object. And guess what: For projectile objects this is set! In Doom this was hard coded but you can change it in ZDoom but you have to use a Dehacked patch for this.

This behavior is fully by design. In case of a silent teleport as you mentioned it would look much worse if the rocket vanished in mid air because that's how it would look if you fired it and didn't move.

Changing this is absolutely not recommended. It would break nearly every level with a teleporter in it. Furthermore this teleporter-style room-over-room thing is a hack at best so some odd side effects are unavoidable.
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Postby Nanami » Thu Oct 16, 2003 11:11 am

Enjay wrote:It is possible to make projectiles (rockets, plasma, fireballs etc) teleport using dehacked bits, but hitscan shots will not teleport.
Boy wouldn't that be fun, to see several teleport flashes and then a message saying "You were fragged by Bob's shotgun" =)
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Postby HotWax » Thu Oct 16, 2003 11:57 am

Erm... Did y'all forget what "horizontal" and "vertical" mean? Horizontal is (as the horizon) flat... as in laying on the ground (or ceiling). If you want those, look to Doom2 MAP20 for an example.... Vertical (up and down) is what Quake 3 uses for its portals, and yes it's perfectly possible.

Also, the ammo teleporting across lines is silly. If the rocket was set to teleport, it would vanish, which would look dumb. Anyway there's no way to get around all of the little quirks of the silent teleporter effect; nothing else in the area teleports so it is damn easy to see where the hidden line is if the map designer is not careful. One second you're climbing some stairs littered with corpses and blood smears all over the walls, the next everything vanishes. HMMMMMMMMMMM.
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Postby Cyb » Thu Oct 16, 2003 12:59 pm

steve: not if you use teleport_insector or something similar (aside from the decals)
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Postby HotWax » Thu Oct 16, 2003 1:07 pm

Well, that's a ACS command, right? or no? I was assuming he was just using the standard silent-angle-preserving teleport trick.
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Postby Hirogen2 » Thu Oct 16, 2003 1:41 pm

it would vanish, which would look dumb

m47r1x pwn5.

Enjay wrote:It is possible to make projectiles (rockets, plasma, fireballs
etc) teleport using dehacked bits, but hitscan shots will not teleport.

It is possible for hitscan weapons in a limited fashion too... just think about Matrix. Make your bullets projectiles with ultimate speed (which in Real Life(tm) is the best definiton for hitscan).
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Postby HotWax » Thu Oct 16, 2003 2:13 pm

Hirogen2 wrote:It is possible for hitscan weapons in a limited fashion too... just think about Matrix. Make your bullets projectiles with ultimate speed (which in Real Life(tm) is the best definiton for hitscan).


AFAIK ZDoom still exhibits the bug(?) whereby very rapidly moving objects are restricted to one of the 8 standard directions. Try doubling a plasma bolt's speed to see what I mean.
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