Wall portals

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Graf Zahl
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Re: Wall portals

Post by Graf Zahl »

No. If you want to block off something, put a small sector in front of the portal.
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Tormentor667
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Re: Wall portals

Post by Tormentor667 »

I don't want to block off, I want to see through above and below :-/
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NeuralStunner
 
 
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Re: Wall portals

Post by NeuralStunner »

I guess you'd have to combine it with flat portals, then. (Hopefully that would work okay.)
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ZZYZX
 
 
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Re: Wall portals

Post by ZZYZX »

Hey. I've noticed that portal optimizations made by Graf led to the fact that rotating polyobject will NOT update portal direction anymore, resulting in very weird behavior.
It's possible to hack this with continuous Line_SetPortalTarget, but it's only suitable for capped FPS and is a hack overall.
Can u make it so that at least polyobject lines have portal angles updated constantly?
https://www.youtube.com/watch?v=oYI9LFP0K6U&t=2m02s when? :(

Aside from this, there are still few noticeable bugs, like player being bumped away from non-parallel simple teleporter portals when trying to pass through. Yes, correct setup with free space behind a two-sided line.
By "still" I mean for few weeks already that is.

Also, it's not possible to set up an Interactive portal because it falls back to simple teleporter and complains about plane align, while ceiling and floor heights are equal on both sides and plane align is set to 0.
Eternity mode works and doesn't output anything wrong though.
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Graf Zahl
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Re: Wall portals

Post by Graf Zahl »

What version were you testing with? Some of the problems you mention have been fixed already. You should also post things like these as bug reports, not here. I do not have much time to work on ZDoom right now so it may get lost.
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JPL
 
 
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Re: Wall portals

Post by JPL »

I'm interested in evaluating portals for a map I'm making and would like to look at some practical examples, is the Eternity Vaporware map still the best one to look at or is there a newer map?
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Graf Zahl
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Re: Wall portals

Post by Graf Zahl »

It takes time for such features to show up in actual maps. AFAIK there hasn't been any actual release with portals.
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Nash
 
 
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Re: Wall portals

Post by Nash »

JPL wrote:I'm interested in evaluating portals for a map I'm making and would like to look at some practical examples, is the Eternity Vaporware map still the best one to look at or is there a newer map?
Not actual finished projects but there's a lot of learning material in here: http://forum.zdoom.org/viewtopic.php?f=3&t=52118
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StrikerMan780
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Re: Wall portals

Post by StrikerMan780 »

All the portals are right screwed up or not even working in this with the latest GZDoom: http://www.mediafire.com/download/dms9e ... _test0.zip
Gez
 
 
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Re: Wall portals

Post by Gez »

Based on the file name, if that's the demo for ZZYZX's original implementation, then yes it's not going to work. The final implementation is very different.
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StrikerMan780
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Re: Wall portals

Post by StrikerMan780 »

Is there an updated version of that test wad?
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Re: Wall portals

Post by Major Cooke »

No.
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Re: Wall portals

Post by Gez »

No, because that'd be too much work. The geometry has to be reworked to put room behind each portal line, and some of the demo features are no longer possible anyway (portals across different heights, portals that change destinations at runtime).
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Graf Zahl
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Re: Wall portals

Post by Graf Zahl »

Gez wrote:(portals across different heights, portals that change destinations at runtime).
Both features are still available, but have to be done a bit differently. The only thing that no longer works is putting a crossable portal on a one sided line because it causes problems with collision detection.
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Re: Wall portals

Post by Tormentor667 »

Sorry for reviving this thread but I just wanted to thank everyone involved in this. I am working with the portals now for two months and it makes up for so many new possibilities that haven't been possible before in terms of vertical maps or space requirements. I love you all :D

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