[Not a bug] Teleport bug again?

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Teleport bug again?

Postby LilWhiteMouse » Wed Sep 03, 2003 8:04 pm

In the old forum I posted a problem that turned out to be a teleporting bug (ZDoom ignored the destination height). Does the fix only apply to Doom maps? I'm trying to do the same thing in a Hexen map, but once again the player is teleporting to the base of the sector, instead of the height of the destination. Here's the setup:

Player falls down a hole, when it hits the fake floor it teleports the player (via an Actor Hits Fake Floor thing). The teleport destination thing is set to a height of 800 (in a 1024 high sector). The thing is over a fake floor (64 units above the real floor, flagged as water). When the player teleports, they find themself at the bottom of the pool, instead of falling from the top.
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Postby Bio Hazard » Wed Sep 03, 2003 8:13 pm

isint there a z-preserving destination thing? there is in my WCF and it works fine...

i dont know what the ID is tho :(

EDIT: checked... it says:

0x2353 8 20 bfe2c0 Destination (z-preserving, with gravity)

how the heck do you read a WCF anyway?
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Postby LilWhiteMouse » Wed Sep 03, 2003 8:39 pm

Ok, I had to add the extra destination types as they weren't listed in Zeth's hexen menus. Works fine now, thanks.
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Postby Bio Hazard » Wed Sep 03, 2003 8:47 pm

swat im here for! :)
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Postby Biff » Wed Sep 03, 2003 8:49 pm

The 0x2353 is the identification number of the thing. The number 2353 is in hexadecimal format, I'm not sure what the purpose of the 0x is. In base 10, the hexadecimal number 2353 = 2*16^3 + 3*16^2 + 5*16 + 3 = 9043 and I guess this is the zdoom ID number of a teleport destination of this type.

8 is the class of the thing as defined in the [Things.Classes] section. 0x008 = teleport.

20 is the approximate size of the thing in map units.

bfe2c0 is the doom2 sprite to use when displaying in the editor.
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Postby Bio Hazard » Wed Sep 03, 2003 10:03 pm

so if i made an item in the DECORATE lump, "DOOMEDNUM" = the first number = 0x?
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Postby randi » Sat Sep 06, 2003 4:44 pm

I assume Biff got the number from WadAuthor's WCF. The 0x just means it's a hexadecimal number. You can actually use decimal numbers in WCF files if you leave off the 0x. I don't really know why the WCFs that come with WadAuthor use hexadecimal.
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Postby Graf Zahl » Sat Sep 06, 2003 4:48 pm

randy wrote:I don't really know why the WCFs that come with WadAuthor use hexadecimal.



Maybe the guy who created them was thinking too much like a computer and not enough like a human being... :wink: :P
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Postby Kappes Buur » Sat Sep 06, 2003 4:52 pm

Heh, it all depends when you started to learn about this stuff.

I remember specifying numbers in octal format. :D
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Postby HotWax » Tue Sep 09, 2003 10:27 am

Graf Zahl wrote:Maybe the guy who created them was thinking too much like a computer and not enough like a human being... :wink: :P


If that were the case, he would have used binary. :roll:
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Postby Graf Zahl » Tue Sep 09, 2003 10:41 am

HotWax wrote:
Graf Zahl wrote:Maybe the guy who created them was thinking too much like a computer and not enough like a human being... :wink: :P


If that were the case, he would have used binary. :roll:



I was saying 'too much like a computer', not 'like a computer'! :P
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Postby HotWax » Tue Sep 09, 2003 11:14 am

You're still wrong. :)

A computer doesn't really care what number system you use, since all of them have to be converted to binary anyway. Octal, Decimal, and Hexidecimal are all pretty much the same to a computer. The only reason Hexidecimal is so popular to programmers is because, due to its very nature, it is a perfect fit when dealing with multiples of 16.

Take a sample 32-bit (4-byte) number, for instance:

Decimal:

1435425436

First byte: 85
Second byte: 142
Third byte: 218
Fourth byte: 156

Note the complete lack of correlation.

Hexidecimal:

558EDA9C

First byte: 55
Second byte: 8E
Third byte: DA
Fourth byte: 9C

See a pattern?

For an added bonus, you could even divide out each nybble (half-byte) with equal ease:

5-5-8-E-D-A-9-C

Of course, they could just use binary:

0101-0101 1000-1110 1101-1010 1001-1100

First byte: 0101-0101
Second byte: 1000-1110
Third byte: 1101-1010
Fourth byte: 1001-1100

But that tends to become excessively tedious. :)
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Postby Cyb » Tue Sep 09, 2003 12:16 pm

well if you want to be technical, a computer doesn't use binary numbers at all, stuff in memory is actually stored in different voltage or charge ranges, so for instance between 0.1 and 0.5 is a what we know as a binary 0 and 0.7 to 1.0 is a binary 1 (these are just examples btw). binary is used because it's easier to understand and much more consistant.
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Postby HotWax » Tue Sep 09, 2003 3:20 pm

Cyb wrote:well if you want to be technical, a computer doesn't use binary numbers at all, stuff in memory is actually stored in different voltage or charge ranges, so for instance between 0.1 and 0.5 is a what we know as a binary 0 and 0.7 to 1.0 is a binary 1 (these are just examples btw). binary is used because it's easier to understand and much more consistant.


And 0.50001 - 0.69999 is a binary Cheese. :)
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