[NSFW/Question/Code] RV-007's Noob Mapping/ACS Disaster!
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- RV-007
- Posts: 1501
- Joined: Fri Sep 02, 2011 9:00 pm
- Location: Dying w/ civilization or living after it
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Re: RV-007's Noob Mapping Disaster! Code Check.
s_arg# in DIALOGUE lump, got it.
Anyone want to try building constructs in 3D floors? I, in confidence, could make a hole in all floor by one stack (model sector used).
EDIT (11/05/2014):
I decided to take up the novel step of addressing all involved (floor space/material) control sectors when dealing with a floor space/material construct model sector. I would settle for just a floor space construct control sector for a floor space control sector, but I believe I have run into problems with adjacent floor space/material control sectors (namely all of them). The floor space/material construct model sector then have the same floor and ceiling height like the floor space/material model sector (as to cover any adjacent control sectors that may go out of whack). The numerous map unit copious begins. I believe that I can address constructs in different floor levels later on. The current problem is that I have to deal with intersecting floor space/material construct control sectors sooner or later. There is not enough space to go around and it would be bad taste to leave this problem ignored. I also have to make some note blocks in case something flies off my mind. Good thing it's been referenced so I don't think recording my steps would be too difficult. I also punched a hole in all floor material control sectors, lol.
A ho ho ho! I got some dilemma with lag issues regarding the heavy modification of 3D floor (model/control) sectors.
Anyways, here are the files.
https://dl.dropboxusercontent.com/u/353 ... my_map.wad
https://dl.dropboxusercontent.com/u/353 ... r_nooh.wad
Anyone want to try building constructs in 3D floors? I, in confidence, could make a hole in all floor by one stack (model sector used).
EDIT (11/05/2014):
I decided to take up the novel step of addressing all involved (floor space/material) control sectors when dealing with a floor space/material construct model sector. I would settle for just a floor space construct control sector for a floor space control sector, but I believe I have run into problems with adjacent floor space/material control sectors (namely all of them). The floor space/material construct model sector then have the same floor and ceiling height like the floor space/material model sector (as to cover any adjacent control sectors that may go out of whack). The numerous map unit copious begins. I believe that I can address constructs in different floor levels later on. The current problem is that I have to deal with intersecting floor space/material construct control sectors sooner or later. There is not enough space to go around and it would be bad taste to leave this problem ignored. I also have to make some note blocks in case something flies off my mind. Good thing it's been referenced so I don't think recording my steps would be too difficult. I also punched a hole in all floor material control sectors, lol.
A ho ho ho! I got some dilemma with lag issues regarding the heavy modification of 3D floor (model/control) sectors.
Anyways, here are the files.
https://dl.dropboxusercontent.com/u/353 ... my_map.wad
https://dl.dropboxusercontent.com/u/353 ... r_nooh.wad
Re: RV-007's Noob Mapping Disaster! 3D Floor Rabble.
And you have also ignored our suggestions and corrections so I decided not to help you any more.I also punched a hole in all floor material control sectors, lol.
And so what? Why is it a problem for you?The current problem is that I have to deal with intersecting floor space/material construct control sectors sooner or later.
If you just wanna go your own way, feel free to do it but don't count on others' help.
P.S.: You should reconsider where you put your comments because the enormous amount of comments spoils the whole file with redundant information. Write your comments in a text file or something like that, not into the wad file.
- RV-007
- Posts: 1501
- Joined: Fri Sep 02, 2011 9:00 pm
- Location: Dying w/ civilization or living after it
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Re: RV-007's Noob Mapping Disaster!
Don't worry about, 3D Floor space/floor/construct (stairs interaction limited to 3D midtex bridge [if I did some real stair, oh man, you talking about a multitude of each applied sector involved as a stair step {one step times the number of 3D floors}]) has all been addressed and resolved!
Now I need to work on a key door, custom things in map, windows of buildings, and ultimately, a freaking skybox for a ugly scenery of the outdoors (including helicopter port).
First serious question.
How can I add in custom thing in map? I tried it before, but the editor ain't accepting the changes. Is it because editor is in beta? Is hardware required or something? Map in UDMF format.
Now I need to work on a key door, custom things in map, windows of buildings, and ultimately, a freaking skybox for a ugly scenery of the outdoors (including helicopter port).
First serious question.
How can I add in custom thing in map? I tried it before, but the editor ain't accepting the changes. Is it because editor is in beta? Is hardware required or something? Map in UDMF format.
Last edited by RV-007 on Tue Jun 03, 2014 5:00 am, edited 1 time in total.
- RV-007
- Posts: 1501
- Joined: Fri Sep 02, 2011 9:00 pm
- Location: Dying w/ civilization or living after it
- Contact:
Re: [NSFW] RV-007's Noob Mapping Disaster!
I finally did it, I was able to place custom things onto maps, which was quite convenient for a plug-in library rabble. Applied crushing mode hexen to vertical sliding doors. Now all doors can crush (very leniently though)! 
Key door switches can determine if key authentication.
Okay some problems, I still have that problem of over lapping crate/furniture/light_fixture sectors for multiple 3D floors. Yes, I also noticed that I have to fix those ridiculous switch textures. Not to be meshed in with the 3D floors just yet. Project is now labled NSFW because I just go for shits + giggles (call it project swamped, [no, you don't get any preview images]).
https://dl.dropboxusercontent.com/u/353 ... r_nooh.wad
Key door switches can determine if key authentication.
Okay some problems, I still have that problem of over lapping crate/furniture/light_fixture sectors for multiple 3D floors. Yes, I also noticed that I have to fix those ridiculous switch textures. Not to be meshed in with the 3D floors just yet. Project is now labled NSFW because I just go for shits + giggles (call it project swamped, [no, you don't get any preview images]).
https://dl.dropboxusercontent.com/u/353 ... r_nooh.wad
Re: [NSFW] RV-007's Noob Mapping Disaster!
Have you noticed what you wrote in this script?
Here else if means that if all the conditions above were false then do this one.
So let's say I have both keys, the real and the fake one.
First question is: Is it true that I have at least one RedCard?
Answer is: yes that's true. Then all the other conditions (else ifs and else) will be omitted.
If I have only the RedCard and I don't have the fake one, then the same thing will happen.
If I have only the fake one, then the first condition will be false and the second will be true and therefore the remaining ones will be omitted.
Conclusion is that the script never reaches the third condition. This one:
Code: Select all
Script 8 (void)
{
if (CheckInventory ("RedCard"))
{
Ceiling_MoveToValue (47,12,1152,0);
Delay (100);
Ceiling_LowerAndCrushDist (47,12,5,0,2);
}
else if (CheckInventory ("Fake_RedCard"))
{
Print (s:"Invalid red keycard, you dope.");
}
else if (CheckInventory ("RedCard") && CheckInventory("Fake_RedCard"))
{
Ceiling_MoveToValue (47,12,1152,0);
Delay (100);
Ceiling_LowerAndCrushDist (47,12,5,0,2);
}
else
{
Print (s:"You need a red keycard in order to access this door, you dope.");
}
}
So let's say I have both keys, the real and the fake one.
First question is: Is it true that I have at least one RedCard?
Answer is: yes that's true. Then all the other conditions (else ifs and else) will be omitted.
If I have only the RedCard and I don't have the fake one, then the same thing will happen.
If I have only the fake one, then the first condition will be false and the second will be true and therefore the remaining ones will be omitted.
Conclusion is that the script never reaches the third condition. This one:
Code: Select all
else if (CheckInventory ("RedCard") && CheckInventory("Fake_RedCard"))- RV-007
- Posts: 1501
- Joined: Fri Sep 02, 2011 9:00 pm
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Re: [NSFW] RV-007's Noob Mapping Disaster!
Well, then I have to figure out what is "else if" statement. I didn't really know that else if also excludes variables. I thought it was really just include values. I am also concerned about explicit inclusions and exclusions of the venn diagram. link
The question draws to, "What can be done to make inclusion and exclusion noticeable in the simple code?"
The question draws to, "What can be done to make inclusion and exclusion noticeable in the simple code?"
Re: [NSFW] RV-007's Noob Mapping Disaster!
What?! else if won't exclude variables. Else if is used to test whether a condition is true or false. In the brackets you can have an expression.I didn't really know that else if also excludes variables.
else if condition will only be tested if all the previous ones were false.
You can create XOR with expressions or sets like this:
if( A && !B)
or if(!A && B)
So the condition will be true only if just one of the expressions/statments etc.. is true.
Re: [NSFW] RV-007's Noob Mapping Disaster!
It may be more intuitive to present else-ifs as a series of nested if statements. Personally, I find it confusing, but this is how it was introduced in CPS-100.
First we check if the number is equal to 1. If it is, we execute DoOneThing() and skip past the rest of this section of code. If it's not, we test if the number is equal to 2 (this is the else and the first if below the else). If that is true, we execute DoOtherThing() and skip to the bottom. If it's not, we check if the number is equal to three (second-last else and last if). If that is true, we execute DoAnotherThing() and skip to the bottom. If not, we execute DoSomeOtherThing().
Is this code equivalent? The first check is if number is equal to one. If it is, we execute DoOneThing() and skip past the rest of the conditionals. Remember, it's else-if. We only check the second condition if the first is not satisfied. If the second condition is satisfied, we run DoOtherThing() and don't check the next conditions. If the third condition is satisfied, we DoAnotherThing() but we don't DoSomeOtherThing- we skip right past that part. Only if none of the other conditions are met do we DoSomeOtherThing(). So this code does exactly the same thing! IIRC, it's actually interpreted as a series of nested ifs in some compilers, but you don't need to know that to use it.
Of course, DoOneThing(), DoOtherThing(), DoAnotherThing(), and DoSomeOtherThing() are all just examples. It doesn't matter what's inside the curly braces. You can even change the value of number inside and the conditional will still behave the same. So if DoOtherThing() changed number to 2, DoAnotherThing() would not be called.
Code: Select all
//other code
//the top
if(number == 1)
{
DoOneThing();
}
else
{
if(number == 2)
{
DoOtherThing();
}
else
{
if(number == 3)
{
DoAnotherThing();
}
else
{
DoSomeOtherThing();
}
}
}
//the bottom
//other code
Code: Select all
if(number == 1)
{
DoOneThing();
}
else if(number == 2)
{
DoOtherThing();
}
else if(number == 3)
{
DoAnotherThing();
}
else
{
DoSomeOtherThing();
}
Of course, DoOneThing(), DoOtherThing(), DoAnotherThing(), and DoSomeOtherThing() are all just examples. It doesn't matter what's inside the curly braces. You can even change the value of number inside and the conditional will still behave the same. So if DoOtherThing() changed number to 2, DoAnotherThing() would not be called.
- RV-007
- Posts: 1501
- Joined: Fri Sep 02, 2011 9:00 pm
- Location: Dying w/ civilization or living after it
- Contact:
Re: [NSFW] RV-007's Noob Mapping Disaster!
I finally made a simple sky window. Got some help (which was a hefty amount of information!). Still need to fix that texture button overlap (easily/lazily fixed by a stupid line on some fixed height). Then I wrap it up with a heliport, bridge (with railways), and outdoor expanse. I will also do a exit requirement too. One thing to bitch about is that I don't get to use a cluster message for map01, but I guess I'll settle for a titlemap or something like that. Then again, I guess story stuff in the map works too.
https://dl.dropboxusercontent.com/u/353 ... r_nooh.wad
https://dl.dropboxusercontent.com/u/353 ... r_nooh.wad
Re: [NSFW] RV-007's Noob Mapping Disaster!
Do you have any further questions or do you use this topic as a blog?
Re: [NSFW] RV-007's Noob Mapping Disaster!
You mean like his last thread where he was sextuple-posting?cocka wrote:Do you have any further questions or do you use this topic as a blog?
Re: [NSFW] RV-007's Noob Mapping Disaster!
Perhaps, I'm not quite sure about that.
- wildweasel
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Re: [NSFW] RV-007's Noob Mapping Disaster!
So, wait, why is this thread tagged NSFW?
- Arthropleura
- Posts: 130
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Re: [NSFW] RV-007's Noob Mapping Disaster!
It's a joke apparentlyProject is now labled NSFW because I just go for shits + giggles
- Kinsie
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Re: [NSFW] RV-007's Noob Mapping Disaster!
There's a bikini girl in it now. I don't think it was anything that you wouldn't see in a TV ad, but ehh.wildweasel wrote:So, wait, why is this thread tagged NSFW?