GZDoom 3d floors and AI interaction

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Ultraviolet
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GZDoom 3d floors and AI interaction

Post by Ultraviolet »

Do 3d floors affect how AI navigates the map? I haven't really been able to observe anything yet, but maybe someone here can provide details. One potential concern I have is that there might be issues with AI avoiding 3d floors as if they're non-solid. I suppose I could easily test that in a map, but I'm going to go to bed after this post, and I'd still like to know about any other effects 3d floors have on AI anyway, so the post still serves at least some purpose.

I'm also not clear on how exactly one goes about discussing GZDoom here. I know GZDoom has its own forum, but it is somewhat inactive compared to this one, and I see GZDoom discussed here a lot. I'm not familiar with any official policy, and I've only recently returned here as a regular after a long period of inactivity, so there are many things I'm a bit in the dark on.
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Graf Zahl
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Post by Graf Zahl »

The official policy should be that port specific questions are posted in the forum belonging to that port.

Regarding your question, monsters can walk on 3D floors but thanks to Doom's crappy movement code it may produce strange results on occasion. But in normal situations it will work.
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Post by eliw00d »

although this was the wrong forum for this post, it does raise a question i had the other night. do actors like shell casings on 3d floors require extra processing by the (g)zdoom engine? i made a 3d floor tower and when inside of it shooting my mod's minigun, it begins to lag horribly.
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Post by Cutmanmike »

I haven't had any problems with it yet, and my level is full of 3d floors.
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Post by Graf Zahl »

Remember, I have tested this with Nimrod and HTH2, both of which use 3D floors everywhere, including lots of places with monsters.
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Post by Ultraviolet »

Is there a GZDoom version of Nimrod, or are the 3d floors created the exact same way in-editor?
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Post by Graf Zahl »

GZDoom supports all Legacy features to run Nimrod.
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Post by Ultraviolet »

Was that written to mean that it supports all Legacy features, or all Legacy features that Nimrod uses?
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Post by Risen »

All Legacy features that Nimrod uses.
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Post by Amuscaria »

Monsters will not cross onto 3D floors if the 3D floor is lower than the sector that the mosnter is on, i think. Atleast that the problem i've been having.
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Post by Cutmanmike »

Eriance wrote:Monsters will not cross onto 3D floors if the 3D floor is lower than the sector that the mosnter is on, i think. Atleast that the problem i've been having.
So they won't "Step down" unless you use the DROPOFF flag.
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Post by Ultraviolet »

Does DROPOFF let them walk off of high cliffs too, though?
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Post by Cutmanmike »

Ayup. Actually now that I think about it, isn't there a max step height thingy? I dunno if that'll work though.
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Post by HotWax »

Presumably Eriance is talking about cases where the difference between the 3D floor and the floor the monster is standing on is less than the maxstepheight property of the monster -- otherwise it wouldn't be a bug.
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Post by Ultraviolet »

Eriance: Suppose this gets solved... come back to your project? :P
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