The "How do I..." Thread

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Tapwave
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Re: The "How do I..." Thread

Post by Tapwave »

Alvas wrote:Quick Question:
I have a teleporter here but the textures are off, how does I fix in DB2?
halp.png
Flats are tiled, so you need to make your sector stick to the 64*64 or 32*32 grid so the flat displays correctly.
Unlike wall textures you CAN'T move floor flats.
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Re: The "How do I..." Thread

Post by Ryan Cordell »

Sector_SetFloorPanning would like to have a word with you.
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Re: The "How do I..." Thread

Post by Tapwave »

Ryan Cordell wrote:Sector_SetFloorPanning would like to have a word with you.
I just found my new deity :o
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Re: The "How do I..." Thread

Post by ChronoSeth »

You can also set floor/ceiling offsets in UDMF without using a special.
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Alvas
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Re: The "How do I..." Thread

Post by Alvas »

I choose to go with the first suggestion by terranova, thanks for the input everyone, the
ACS wasn't working for me and I don't know a thing about UMDF
terranova wrote: Flats are tiled, so you need to make your sector stick to the 64*64 or 32*32 grid so the flat displays correctly.
Unlike wall textures you CAN'T move floor flats.
I just selected the whole map and moved it over a bit.
halp.png
halp.png (44.15 KiB) Viewed 708 times
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Re: The "How do I..." Thread

Post by Tapwave »

The sector just needs to be larger. Otherwise you pretty much got it right.
Make it larger upwards/downwards.
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Re: The "How do I..." Thread

Post by cocka »

Hello!

In dosdoom you can change the behaviour of linedef specials. Is there a way to do this in zdoom? Or how do you define the activator(s) of an action special? For example if I'd like to create a line which can teleport the player and his/her missiles/projectiles as well, how can I solve this?
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Re: The "How do I..." Thread

Post by taufan99 »

can i insert one enemies mod, then i insert another enemies mod? i.e. i insert the qstyle enemies, then i insert zero tolerance enemies...
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Re: The "How do I..." Thread

Post by BlueFireZ88 »

taufan99 wrote:can i insert one enemies mod, then i insert another enemies mod? i.e. i insert the qstyle enemies, then i insert zero tolerance enemies...
There might be serious conflicts in coding between the two mods. Chances are if you just boot up both wads/pk3s at the same time, the game simply won't run because of the conflict.
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Re: The "How do I..." Thread

Post by Alvas »

terranova wrote:The sector just needs to be larger. Otherwise you pretty much got it right.
Make it larger upwards/downwards.
lol I did that part on purpose.
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Re: The "How do I..." Thread

Post by Tapwave »

I'm working on my E5 map, and i want to make a small marble decoration (which is basically a small sector popping out of the ground) teleport the player to a secret area when used.
I'm using Doom format. No ZDoom or UDMF stuff whatsoever.
I tagged the linedef needed to be used with the tag 15, the destination sector 15 too, and added the destination teleport in the tagged sector.
Yet, when using the linedef, nothing happens, did i do something wrong?
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Re: The "How do I..." Thread

Post by Mikk- »

Did you make sure it was set to "player presses use"?
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Re: The "How do I..." Thread

Post by Enjay »

terranova wrote:did i do something wrong?
Yes.


Oh, you wanted more? ;)

When you say "using the linedef" do you mean using it like a switch? If so, check that you have the correct activation type. Vanilla Doom only had walk over teleport activations (Walk once (W1) and Walk Repeatable (WR)). Switch-type teleports were added by Boom IIRC.

If the line you are using is a walk over type (and that's what you want) make sure the player has enough room to get across the line far enough to activate it.

Also, for either activation type) make sure that the line is facing the correct way. Walk over teleports can only be activated by walking over them from front to back (this allows you to set up a teleport that you can step off without activating it) and switches can only be activated from the front too.

Mikk- wrote:Did you make sure it was set to "player presses use"?
Because he is using Doom format, different activation types for the same line type are not available. The activation type is tied to the line type.
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Re: The "How do I..." Thread

Post by Tapwave »

Enjay wrote: When you say "using the linedef" do you mean using it like a switch? If so, check that you have the correct activation type. Vanilla Doom only had walk over teleport activations (Walk once (W1) and Walk Repeatable (WR)). Switch-type teleports were added by Boom IIRC.

If the line you are using is a walk over type (and that's what you want) make sure the player has enough room to get across the line far enough to activate it.

Also, for either activation type) make sure that the line is facing the correct way. Walk over teleports can only be activated by walking over them from front to back (this allows you to set up a teleport that you can step off without activating it) and switches can only be activated from the front too.

Mikk- wrote:Did you make sure it was set to "player presses use"?
Because he is using Doom format, different activation types for the same line type are not available. The activation type is tied to the line type.
I see. i'm going to make a minuscule sector in front of it, then, to act as the teleport line.
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Re: The "How do I..." Thread

Post by Enjay »

If you just want it to work from one direction, you can even have just a 2 sided line.

Image
little square = marble decoration
yellow line = teleport line

If the teleport line's front and rear sidedefs reference the bigger surrounding sector, a simple line like that is perfectly acceptable.
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