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Re: Portal example gallery

Posted: Sun May 22, 2016 11:20 am
by Graf Zahl
A section is a group of connected sectors. As a very sinple example of what 'section' means take MAP30 of Doom2.wad. It contains of two sections: the starting area and the main area with the boss shooter.

Re: Portal example gallery

Posted: Sun May 22, 2016 11:37 am
by Trusty McLegit
But what are the offsets? It looks like the coordinates for vertices but you only offer one set per portal (which I assume to be a linedef)?

Re: Portal example gallery

Posted: Sun May 22, 2016 12:18 pm
by Graf Zahl
The coordinate difference between the connecting portal lines.

Re: Portal example gallery

Posted: Sun May 22, 2016 1:33 pm
by Jaxxoon R
Graf Zahl wrote:Say, you have 4 portals (sector or static line portals) in your map, containing 4 sections:

Portal 1 from section 1 to section 2 has an offset of 500, 600
Portal 2 from section 2 to section 3 has an offset of 500, 400
Portal 3 from section 1 to section 4 has an offset of -500, -500
So if you connect section 4 with section 3 you'll need an offset of 1500, 1500, so that across both paths the offset from section 1 to section 3 is 1000, 1000.
This is a vital property of static portals, without it they cannot work properly.
Could you word that in a way that isn't math homework?

Re: Portal example gallery

Posted: Sun May 22, 2016 1:58 pm
by Gez
Let's suppose two L shaped rooms, with two portals connecting them. Let's make it really simple by having the portals moving only in a single axis, so I can talk in "distance" instead of the more generally proper "vector".

Image

On the top example, with the mirrored Ls, the red portals cannot be static because as you notice, the distance between two points in different rooms depends on which portal you take.

On the bottom example, with the translated Ls, the green portals can be static because the distance covered by both portals are the same.

Now you can add in a third room if you want, it'll make the examples more complicated but the rule is the same. The distance between the rooms must be consistent regardless of which portal is used.

As a result, if you have only one portal between two areas, then there's no consistency headache.

Re: Portal example gallery

Posted: Mon May 23, 2016 3:28 am
by Nash
So basically, as long as the amount of "grids" (like the 64x64 grid in GZDoom Builder) remains consistent, static portals with sound are good?

Re: Portal example gallery

Posted: Mon May 23, 2016 4:10 am
by Trusty McLegit
I can't really tell what's happening in that diagram... Is it meant to me like this:
Spoiler:
or like this:
Spoiler:
Also, according to what I think I've learned from this thread, this test wad should work. What did I do wrong?

Re: Portal example gallery

Posted: Mon May 23, 2016 1:42 pm
by merlin86
Seems pretty interesting stuff (like infinity.wad and elevator_3.wad)
PS: all the test maps show this on GZdoom console:

Warning: z-offsetting not allowed for interactive portals. Changing line 65 to teleport-portal!

I suppose this function is highly experimental...

Re: Portal example gallery

Posted: Mon May 23, 2016 2:32 pm
by Graf Zahl
What's experimental about it? It tells you in clear words that the portal type you are trying to use does not work for the portal you define. Interactive portals allow spawn offsetting but due to how that works it cannot be done when z is different on both sides of the portal.

Re: Portal example gallery

Posted: Mon May 23, 2016 6:34 pm
by Jaxxoon R
Image
Then why doesn't this work even if both sectors are exactly identical?

Re: Portal example gallery

Posted: Tue May 24, 2016 5:45 am
by Graf Zahl
Hard to tell without the map...

Re: Portal example gallery

Posted: Tue May 24, 2016 9:58 pm
by Jaxxoon R
If you insist.

Re: Portal example gallery

Posted: Wed May 25, 2016 3:36 am
by Graf Zahl
Looks like some checking code got lost. Fixed.

Re: Portal example gallery

Posted: Sun May 29, 2016 5:46 pm
by Trusty McLegit
So, I *think* I get what I'm supposed to do for a static portal, and there's no errors in the console, but sound still isn't working. What am I doing wrong?

Re: Portal example gallery

Posted: Mon May 30, 2016 1:07 am
by Graf Zahl
Looks ok. But there may still be bugs in the sound code. It hasn't been thoroughly tested yet.