And Printz for bringing Eternity closer to ZDoom.Nash wrote:Good work, ZZYZX and Graf Zahl! Thank you for bringing ZDoom closer to Eternity...

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And Printz for bringing Eternity closer to ZDoom.Nash wrote:Good work, ZZYZX and Graf Zahl! Thank you for bringing ZDoom closer to Eternity...
So are does that mean that linked portals are going to be in an official build soon? And will there be documentation or are we just going to have to figure if out ourselves?Graf Zahl wrote:I think that aside from polyportals the feature is complete now. I don't expect it to be completely free of bugs but all the changes to the engine are done now.
And quakes. They can cause damage out of sight too, last I checked.Graf Zahl wrote:sounds, sight and monster attacks
GooberMan wrote:There's a bug in this WAD. Portal type 1 (visual + simple teleporter), 180 degrees difference between entrance and exit. Run full pelt at the portal from the start position. You'll get stuck at the transition. Other speeds are just fine.
I was trying to set it as interactive, but every time it complains about z-offsetting and reverts its behavior to visual + simple. No idea why.
Yes, ZDoom splits up the move into as many steps as necessary and this is something I heavily depended on when adding the checks to P_TryMove (because as you said yourself, otherwise it'd be a lot more complicated.) But why is this out of the question for Eternity? At worst you have to duplicate P_XYMovement and call the old version if compatibility is needed, but even then you should be able to refactor large parts of it into subfunctions.printz wrote:I suppose ZDoom is already protected by the P_TryMove overstepping problem? That is, velocities greater than the bounding box size are checked against and fragmented into smaller pieces to prevent passing through walls. Naturally this isn't allowed in Eternity, which means I have a potentially huge trouble with line portals where anything moving faster than its size (most monster projectiles on -fast) has a great chance to miss line portals entirely and "disappear". I
Understandable. Which is why I added a separate line-portal-only blockmap which I use when calculating offsets through portals. Since all the regular lines are excluded and a few flags are being used that allow some early outs, this is a lot faster. But I didn't use it in P_TryMove because it's not necessary in ZDoom.I have a function that traces a line and detects any line portals along the way, but I'm reluctant to call such a tracer for every single thing movement. But it may solve this problem...