Endless skies

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Lexus Alyus
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Endless skies

Post by Lexus Alyus »

In Duke Nukem 3D you can have skies that go on forever (Episode 2) I know how to do this in Doom, but everytime I try it (and have tried it) I always get HOM. How do I prevent the HOM? I wanna make levels that feel like floiating meteors in space or a space ship that is flying through space (I'll use sky boxes) but in order to make the illusion work I need to have endless skies.

:evil:
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The Ultimate DooMer
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Post by The Ultimate DooMer »

Are you referring to 360° skys? If so, create a texture that's 1024 units long and insert your patches next to each other.

If you just want a sky that looks like it goes on forever, use a patch that looks seamless when it's repeated, as that's what all skys do. (hence it appears endless)
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Lexus Alyus
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Post by Lexus Alyus »

Nah, that's all wrong, I mean when you create a sector with the floor and ceiling textures set as the sky, then create a controll sector with the floor and ceiling set to sky again, but that has an overall height of 0. I've never seen it done in any doom level, but it's used all the time in Duke3d's episode 2 (the space station ones). It creates the illusion that you are looking into space. It's hard to explain, but when you get a door and you accidentilly set the ceiling texture of the door to F_SKY then you look at the door and you just see sky. That's the effect I want, but all around you. I know how to do it, but everytime I try I get HOM (it kinda ruins the effect, just a little bit :-D).

Secondly, I want a script to shoot BFG and Mancubus blasts at about 12 mapspots continuously, but at random intervals. My scripting sux and I havnt' got a clue of where to start.

:evil:
Cyb
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Post by Cyb »

zdoom has this already, line_horizon() which takes no parameters
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Bio Hazard
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Post by Bio Hazard »

set f_sky to the floor and ceiling and then use Line_Horizon() on the sector

like this

Code: Select all

   f_sky = \/     \/ = room
          +--+---------+
          |  |         |
          |  |         |
      +-> |  |         |
      |   |  |         |
      |   +--+---------+
      Line Horizon()
um that was a bad explanation... look at this example instead
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Nanami
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Post by Nanami »

Lexus Alyus wrote:Secondly, I want a script to shoot BFG and Mancubus blasts at about 12 mapspots continuously, but at random intervals. My scripting sux and I havnt' got a clue of where to start

Code: Select all

script 99 OPEN
{
 Thing_Projectile(99,T_BFGSHOT,0,100,0); //tid, type, angle, speed, vspeed
 delay(random(7,14)*5);
 restart;
}
Tid is where to shoot from, type can be found here, angle is 0-255 (0=E, 64=N, 128=W, 192=S), speed is speed (100 is a good value), vspeed is if you want it to also aim up or down some. If 0 it'll go straight.
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Lexus Alyus
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Post by Lexus Alyus »

Thnks a lot for the horizon thing :-D, here's me trying to use something that obveously won't work when thjere is clearly an easier way :-D. Thank a lot :-).

As for the script, that's cool, but wxplain how that delay random thing works and what if I have more than one map spot (obveously set to different TID's). How do I randomise between those?

:twisted:
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Lexus Alyus
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Post by Lexus Alyus »

I still get HOM. I'm using a sky box, does that make a differance? My room is set out almost identicle to the one in the space example, but i'm still getting HOM.
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Post by Hirogen2 »

9:Line_Horizon() "extends" the sector on the first side into infinity.
Having a skybox with F_SKY1 might HOM.
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Lexus Alyus
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Post by Lexus Alyus »

How do I get around that?
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Post by cccp_leha »

Hirogen2 wrote:Having a skybox with F_SKY1 might HOM.
Never HOM'ed for me :?
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Post by Cyb »

in 47i and prior if you use F_SKY1 on floor and ceiling and use line_horizon() you will get hom, there's no way around this right now (unless you use the old sky window trick from doom2.exe) but it has been fixed for the next release... WHENEVER THAT ONE COMES OUT NUDGE NUDGE RANDY ; )
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Post by The Ultimate DooMer »

Lexus Alyus wrote:My scripting sux
/me looks at ROTGS....no, don't think it does somehow.

I think I had this problem when doing part of my SSD intro - I got round it by adding another sector round the outside with F_SKY1 floor and ceiling, and placing the sky selector thing inside the inner sector. (I think it was that, as I was getting homs before I did that and I didn't get them afterwards)
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Post by Nanami »

Lexus Alyus wrote:Thnks a lot for the horizon thing :-D, here's me trying to use something that obveously won't work when thjere is clearly an easier way :-D. Thank a lot :-).

As for the script, that's cool, but wxplain how that delay random thing works and what if I have more than one map spot (obveously set to different TID's). How do I randomise between those?

:twisted:
The delay is in tics. There are 35 tics in a second so in my example it gives a random number between 7 and 14, then multiplies by 5. So it'll be between 1 and 2 seconds, basically, in intervals of 5 tics. You can change those numbers if you like.

For the random tids, do something like this: random(lowtid,hightid), so if you want them to spawn randomly at tids between 6 and 12, just put random(6,12)
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Post by Cyb »

Cyb wrote:in 47i and prior if you use F_SKY1 on floor and ceiling and use line_horizon() you will get hom, there's no way around this right now (unless you use the old sky window trick from doom2.exe) but it has been fixed for the next release... WHENEVER THAT ONE COMES OUT NUDGE NUDGE RANDY ; )
er should correct myself, F_SKY1 alone will work, it's if you use a skybox in that sector which causes hom
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