Is there a way to...(subway cars)
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Is there a way to...(subway cars)
Is there a way to create a moving subway car like in Duke3d? I don't want to create a subway car that moves from point a to b - stops then moves to point c and goes back to a - I don't think it's possible. What I'm trying to do is to make a subway car that moves only from a to b and stops.
Thanks in advance.
Thanks in advance.
Last edited by wildweasel on Fri Mar 07, 2014 11:26 am, edited 1 time in total.
Reason: took the liberty of making your title more descriptive
Reason: took the liberty of making your title more descriptive
Re: Is there a way to...(subway cars)
While I don't believe so, I've recently seen 3D floor Polyobjects in a Sonic themed wad being used as platforms so I suppose it could be done; however I doubt the results will be acceptable
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Re: Is there a way to...(subway cars)
Check out the titlemap of Rex's PARANOID, which may give you an idea.
Re: Is there a way to...(subway cars)
The answer is simple. No way! Why? Because doom engine doesn't support horizontally moving sectors and never will.create a moving subway car
Of course you can make it as if it was a horizontally moving platform (it looks rather a grating than a platform) with the help of polyobjects but doing so is quite a bit a pain in the ass.
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Re: Is there a way to...(subway cars)
That's a bold statement, considering the things source ports developers were able to accomplish with the Doom engine over the years.cocka wrote:The answer is simple. No way! Why? Because doom engine doesn't support horizontally moving sectors and never will.
Re: Is there a way to...(subway cars)
That still a relatively realistic answer. The BSP is inherintly static, and while it is partly recompiled for polyobjects, the floors themselves stay the same. A horizontally moving platform would require both recompiling and some sort of indication that it moved to all attached thinkers standing on it, and even unattached thinkers that may end up in its moving path. Even polyobjects aren't immune from this, as one fast enough will actually just pass through you (and you'll end up inside it), rather then push you along.
Re: Is there a way to...(subway cars)
What about voxel objects? Possible with those at all?
Re: Is there a way to...(subway cars)
Seeing as voxels have nothing to do with collisions at all, of course not. 
Things treat XY and Z collisions separately, and also have no ability to track what they have collided with (other then the fact that they are sitting on something, either another thing or a floor). They pretty much have no method to carry other things ontop of them (they don't know if anything is even sitting on them). Now granted, you could track this in ACS and apply momentum (or just offset X/Y positioning) to the above object, but this introduces two anomalies:

Things treat XY and Z collisions separately, and also have no ability to track what they have collided with (other then the fact that they are sitting on something, either another thing or a floor). They pretty much have no method to carry other things ontop of them (they don't know if anything is even sitting on them). Now granted, you could track this in ACS and apply momentum (or just offset X/Y positioning) to the above object, but this introduces two anomalies:
- Sitting on the edge of something will make you slide off as your centre technically isn't on anything. Accountable for, but not bullet proof.
- Setting object velocities requires some rather precised mathematics, otherwise you run the risk of over/undershooting to objects movement.
- X/Y offsets aren't interpolation friendly, and considering most of your expected audience is going to be playing with cl_capfps off, that's pretty bad.
- Movement prediction in netgames cannot track either of these at all, resulting in unreliable movement at anything beyond a couple of frames in latency.
- zrrion the insect
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Re: Is there a way to...(subway cars)
I've seen this sort of thing done before. Let me see if I can find the wad.
EDIT: I don't know who made this, but it was not me:
EDIT: I don't know who made this, but it was not me:
Last edited by zrrion the insect on Mon Mar 10, 2014 12:25 am, edited 1 time in total.
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Re: Is there a way to...(subway cars)
How difficult would you say this would be to implement? I'm assuming it's very difficult otherwise it would've been done already.edward850 wrote:A horizontally moving platform would require both recompiling and some sort of indication that it moved to all attached thinkers standing on it
Re: Is there a way to...(subway cars)
As far as I remember in mapedit for build engine games you should define a vector along that you want to move your sector. But I don't know anything about the implementation.
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Re: Is there a way to...(subway cars)
Maybe try to use poly objects or something.
EDIT: You could also fake it by teleporting the player into an area mimicing the subway car moving and then back to the next stop.
EDIT: You could also fake it by teleporting the player into an area mimicing the subway car moving and then back to the next stop.
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Re: Is there a way to...(subway cars)
Besides Michael Niggel's cartest, which zrrion the insect already linked to, there is also Csabo's
movingbus example.
Depending on the view point of the player, there is also Enjay's runaway train, the effect of which
has been incorporated into various maps.
movingbus example.
Depending on the view point of the player, there is also Enjay's runaway train, the effect of which
has been incorporated into various maps.
Re: Is there a way to...(subway cars)
Heh, I just spent ages looking for that, not noticing that you'd already posted it.GooberMan wrote:*ahem*

Most of what has been posted in the thread are just ways of faking moving vehicle effects with limited interaction possibilities. GooberMan's example is probably the best chance of making something that carries the player - provided you can follow the ACS.