Changing water gravity

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camaxide
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Changing water gravity

Post by camaxide »

Is there a way to define the gravity of 3d-floor water?
I read it's 1/8th for sumberge and 1/16th for shallow- I feel the player drops too slow and would like to alter it. (My mod uses vanilla controlls so no moveup/movedown - no mouselook etc.)
I guess I could just set a higher gravity within the sectors that has the water - but if I could simply set a global value for it I'd like that more.
Anyone knows? :)
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Graf Zahl
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Re: Changing water gravity

Post by Graf Zahl »

There is no gravity under water at all, just a hard coded sink speed. In other words: You cannot change this behavior.
(My mod uses vanilla controlls so no moveup/movedown - no mouselook etc.)
Good luck forcing the player to go along... :mrgreen:
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camaxide
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Re: Changing water gravity

Post by camaxide »

Good luck forcing the player to go along... :mrgreen:
that's where NoJump NoCrouch NoFreelook in mapinfo comes in handy :) there seem to be no way to disable moveup/down though.

But the hardcoded sinkspeed - isn't it based off the gravity setting? will the sinkspeed not be affected if you make a map in outer space without gravity??
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wildweasel
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Re: Changing water gravity

Post by wildweasel »

camaxide wrote:that's where NoJump NoCrouch NoFreelook in mapinfo comes in handy :) there seem to be no way to disable moveup/down though.
Except that those settings can still be forced on in Gameplay Options. Basically, those options are useful for informing the player that they're not supposed to do those things, but if the player wants to go off the rails and break things, any fallout from said breakage is on them, not you.
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Graf Zahl
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Re: Changing water gravity

Post by Graf Zahl »

Nojump and nocrouch will be accepted by most players.

Nofreelook, on the other hand, may serve as an instant turn-off - this is one of the main reasons why people are actually using ZDoom!
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camaxide
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Re: Changing water gravity

Post by camaxide »

People will always do as they wish - so I've put the settings as it's how it is inteded to be played.

Jumping or crouching would easilt breake the mod's gameplay as you'd reach places you shouldn't.
Freelook allows you to for instance shoot a shootable button on a level you are not in the correct location to reach - and also breaks intended gameplay.

If for some reason a new player can't see themself get used to always looking straight (which is quite quickly adopted to if one actually try) - then said player could override it as said - but would also then likely be able to breake intended gameplay mechanics - as well as no guarantee that sky/geometry etc. behaves as it "should" since the levels were not designed to look up/down :)
darkhog
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Re: Changing water gravity

Post by darkhog »

About that shootable button, couldn't it be "protected" from being shot at from wrong location by an invisible 3d floor that is passable for everything but bullets and rockets? That how I'd do such thing. Or move said button to a location that can be shot to only from the correct location. Like end of a tunnel that is behind linedef that is impassable for player/monsters or couple of sectors that form bars.
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camaxide
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Re: Changing water gravity

Post by camaxide »

There are many ways to do it, by creating extra barriers, or simply change the switch to something entirely different - but this goes for many things (the shootable switch is just an example) - that if you make something that is supposed to be vanilla as far as player-mechanics go (no jump/duck/look up/down to allow swimming, shooting at angle etc.) then forcing your way to do these things will certainly breake the gameplay to some extent. as long as the players know this they are fine to do as they please of course - just like you can use cheats in Doom - but shouldnt if you intend to play through the game the way its ment to be :)

So I won't go and make 'safe-rails' to avoid people from "cheating" - but rather set up the levels the way they are ment to be played - and make that experience a good one.
About water gravity I guess one could make a downward thrust on the player while in water or so.. but likely I will change the level-design to rather work well with erm.. "vanilla" underwater behaviour :p
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camaxide
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Re: Changing water gravity

Post by camaxide »

Oh, I just now realized there is no pusher (sector effect) for up or down - only east west north and south - how come there is nothing to push a player up or down? - like if you want to make an air-fan that push you up into the air (like in Half-Life 1) (might work the same with setting negative gravity (if gravity can be negative) - but since gravity doesnt work under water I hoped for push =)
Any other way around at which I might be able to force the player to fall faster in water? :)
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Graf Zahl
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Re: Changing water gravity

Post by Graf Zahl »

There is no pusher because Boom never implemented one. For ZDoom maps, ThrustThingZ is the closest you will ever get.
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camaxide
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Re: Changing water gravity

Post by camaxide »

hm, is there a way that can actually be implemented on a 'while in sector' basis? and only to players? (thrustthingz)
Seem I might be wanting more than possible to achieve on this one :D
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