RANDY: Mathematics for slopes

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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CodeImp
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Post by CodeImp »

Why do the Slope Things in my ZDoom configuration have an arrow? Is their angle important? If not, im taking the arrow out, because it looks odd.
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Risen
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Post by Risen »

For copy slope, and slope-to-here, the angle is not important. For Set slope, it is used.
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CodeImp
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Post by CodeImp »

OK, so the 4 ways to create slopes are as follows:
- Copied plane ('Copy plane' thing)
- Line to vertex (Line effect 181)
- Line to thing ('Slope to here' thing)
- Thing defined plane ('Set slope' thing)

Is this the right order in which I should apply the sector plane modifications? I figure a combination of these can be used to create the sector plane, but the order is important ofcourse. I cannot find this in the source code (i cannot easily browse the source, it doesnt compile in VC++ 6).

I think I will soon release Doom Builder 1.66 without slopes. It already has some major additions, fixes and changes. I think its better to spend some more time on testing these slopes to make sure they show exactly as ZDoom would than to code them in a rush. Also that would give me the chance to fix anything if there are problems with version 1.66.
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Graf Zahl
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Post by Graf Zahl »

The correct order is:

Line type 181,
'Slope to here', 'Set slope', (same priority, the order in the THINGS lump decides)
'Copy plane'

Each one of these effects has access to the previous ones and if there are more than one slope thing for one sector they are cumulative. 'Copy plane' things override everything else that has been done to a sector before it.

THe function that spawns the slope things is P_SpawnSlopeMakers in p_setup.cpp.
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timmie
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Post by timmie »

Hmm, the Visual C++ Toolkit might fix that since it uses the C++ .NET Professional compiler: http://msdn.microsoft.com/visualc/vctoolkit2003/

Might want to check it out. No guarantees, though... Just install it and set Visual Studio to look in the toolkit directories for the binaries.
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