Here's a fun example of the Line_SetPortal potential

Archive of the old editing forum
Forum rules
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.
User avatar
Hindsight2020
Posts: 261
Joined: Wed Mar 20, 2013 3:29 am
Location: Indiana, USA

Here's a fun example of the Line_SetPortal potential

Post by Hindsight2020 »

When I realized that Line_SetPortal had been implemented in GZDoom I had to try this out. I'd been waiting for this feature just so I can do something like this.



I don't believe I can release a mod like this for obvious copyright reasons...but just for the fun of it, I threw this together in a couple of hours. I'm sure many people have already thought of this, but I thought it was a great way to show the potential inherent in this feature. At this time, the portal only renders the sector on the other side and does not inherently allow you to traverse through it. That took the "SetLineSpecial - Teleport_Line" action in scripting.

I don't know if you can see it in this video, but the light on top IS strobing. I don't know how I could get it to shine outward, though. I also plan to add the familiar sound as well.

Enjoy the video! If anyone has any comments or thoughts for improvements, let me know!
Last edited by Hindsight2020 on Wed Feb 24, 2016 6:44 pm, edited 1 time in total.
User avatar
Dancso
Posts: 1906
Joined: Wed Oct 11, 2006 10:39 am
Location: at home.. Status: lazy like hell

Re: Here's a fun example of the Line_SetPortal potential

Post by Dancso »

This is awesome :D

For light shining outward you can probably just chuck a custom decorate actor with a glaring light graphic in the middle of the top. As for the windows, I guess you'd need 3D models or transparent 3d floors (sloped even?)
User avatar
Ozymandias81
Posts: 2068
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars
Contact:

Re: Here's a fun example of the Line_SetPortal potential

Post by Ozymandias81 »

Dancso wrote:This is awesome :D

For light shining outward you can probably just chuck a custom decorate actor with a glaring light graphic in the middle of the top. As for the windows, I guess you'd need 3D models or transparent 3d floors (sloped even?)
Translucent sloped 3d floors are not possible in GZDoom afaik.
Better go for 3d models for windows, forcing the alpha amount via GZDB.
User avatar
enderkevin13
Posts: 1383
Joined: Tue Jul 07, 2015 7:30 am
Location: :noiƚɒɔo⅃

Re: Here's a fun example of the Line_SetPortal potential

Post by enderkevin13 »

Code: Select all

[youtube]BhPTTUkt82s[/youtube]
Use this for the video to display on your post.
User avatar
enderkevin13
Posts: 1383
Joined: Tue Jul 07, 2015 7:30 am
Location: :noiƚɒɔo⅃

Re: Here's a fun example of the Line_SetPortal potential

Post by enderkevin13 »

Also, it says there isn't a action called "Teleport_Line". What action do I set it to then?
User avatar
Hindsight2020
Posts: 261
Joined: Wed Mar 20, 2013 3:29 am
Location: Indiana, USA

Re: Here's a fun example of the Line_SetPortal potential

Post by Hindsight2020 »

Thanks for the tip about posting video! It's been updated.
enderkevin13 wrote:Also, it says there isn't a action called "Teleport_Line". What action do I set it to then?
Action Special 215 Here's the Wiki.

I'm not sure why it doesn't show up when typing the special NAME, but the NUMBER works just fine. Sorry about that!
User avatar
enderkevin13
Posts: 1383
Joined: Tue Jul 07, 2015 7:30 am
Location: :noiƚɒɔo⅃

Re: Here's a fun example of the Line_SetPortal potential

Post by enderkevin13 »

DoomRoll wrote:Thanks for the tip about posting video! It's been updated.
enderkevin13 wrote:Also, it says there isn't a action called "Teleport_Line". What action do I set it to then?
Action Special 215 Here's the Wiki.

I'm not sure why it doesn't show up when typing the special NAME, but the NUMBER works just fine. Sorry about that!
It overwrites the other action. Can you paste the ACS script here?
User avatar
enderkevin13
Posts: 1383
Joined: Tue Jul 07, 2015 7:30 am
Location: :noiƚɒɔo⅃

Re: Here's a fun example of the Line_SetPortal potential

Post by enderkevin13 »

Well now the portal won't even show up.
I'm just about to say fuck this.
User avatar
Hindsight2020
Posts: 261
Joined: Wed Mar 20, 2013 3:29 am
Location: Indiana, USA

Re: Here's a fun example of the Line_SetPortal potential

Post by Hindsight2020 »

Dancso wrote:For light shining outward you can probably just chuck a custom decorate actor with a glaring light graphic in the middle of the top. As for the windows, I guess you'd need 3D models or transparent 3d floors (sloped even?)
I actually did try this with a dynamic light thing, but with nothing to shine on, it didn't show anything... keep in mind that everything above the "Police Public Call Box" is actually a sector portal.

Image
User avatar
Hindsight2020
Posts: 261
Joined: Wed Mar 20, 2013 3:29 am
Location: Indiana, USA

Re: Here's a fun example of the Line_SetPortal potential

Post by Hindsight2020 »

enderkevin13 wrote: It overwrites the other action. Can you paste the ACS script here?
I'm using UDMF format, that may make a difference... I created the lines then set the specials in the editor to 156 - Set Line Portal... then set the LineIDs to 1 and 2.

The ACS is simple

Code: Select all

#include "Zcommon.acs"

Script 1 ENTER

{
	SetLineSpecial(1,215,0,2,0);
	SetLineSpecial(2,215,0,1,0);
}
User avatar
Hindsight2020
Posts: 261
Joined: Wed Mar 20, 2013 3:29 am
Location: Indiana, USA

Re: Here's a fun example of the Line_SetPortal potential

Post by Hindsight2020 »

Also, don't forget to set the "Repeatable Action" and "When Player Walks Over" flags. Otherwise it won't know when to trigger the teleport.
User avatar
enderkevin13
Posts: 1383
Joined: Tue Jul 07, 2015 7:30 am
Location: :noiƚɒɔo⅃

Re: Here's a fun example of the Line_SetPortal potential

Post by enderkevin13 »

DoomRoll wrote:
enderkevin13 wrote: It overwrites the other action. Can you paste the ACS script here?
I'm using UDMF format, that may make a difference... I created the lines then set the specials in the editor to 156 - Set Line Portal... then set the LineIDs to 1 and 2.

The ACS is simple

Code: Select all

#include "Zcommon.acs"

Script 1 ENTER

{
	SetLineSpecial(1,215,0,2,0);
	SetLineSpecial(2,215,0,1,0);
}
Do the lines have to be passable or impassable?
User avatar
enderkevin13
Posts: 1383
Joined: Tue Jul 07, 2015 7:30 am
Location: :noiƚɒɔo⅃

Re: Here's a fun example of the Line_SetPortal potential

Post by enderkevin13 »

The portal line is just a regular texture
User avatar
Hindsight2020
Posts: 261
Joined: Wed Mar 20, 2013 3:29 am
Location: Indiana, USA

Re: Here's a fun example of the Line_SetPortal potential

Post by Hindsight2020 »

Strange. Shouldn't be if they've been defined correctly. Obviously you need an out line placed and defined... Let me strip my wad of any potential copyright and I'll upload it.
User avatar
Hindsight2020
Posts: 261
Joined: Wed Mar 20, 2013 3:29 am
Location: Indiana, USA

Re: Here's a fun example of the Line_SetPortal potential

Post by Hindsight2020 »

HERE IS MY WAD

It occurred to me, as well...This feature has not been implemented in an official capacity, as of yet, therefore THIS ONLY WORKS on the BETA versions of GZDoom. You can get that HERE.

Just download and unzip the latest GZDoom build and set your testing in GZDB to run that version... I would recommend leaving your current version of GZDoom intact and unzipping the beta into a new folder, just for the sake of redundancy (the beta builds are not "official" and therefore not expected to be bug free).
Locked

Return to “Editing (Archive)”