then it works alright.
Problem with Heretic walltorch
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Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
- Kappes Buur
-
- Posts: 4187
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
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Problem with Heretic walltorch
When I align the walltorches in the editor, such as this
then it works alright.
then it works alright.
- Attachments
-
walltorch2.wad
- example pwad
- (6.54 KiB) Downloaded 32 times
Re: Problem with Heretic walltorch
Looks like the editor isn't taking sprite offsets into account. The wall torch sprite ends 90 units above 0.
- Kappes Buur
-
- Posts: 4187
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
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Re: Problem with Heretic walltorch
I'm using GZDoom Builder r2213.
The offsets are effective but only up to a certain amount. There is something screwy with how the walltorch is applied
in the game engine on tight sectors. On a regular wall it works just fine.
[Addendum]
I just modified my map with those hollow sectors and it still does not work.
Most peculiar.
The offsets are effective but only up to a certain amount. There is something screwy with how the walltorch is applied
in the game engine on tight sectors. On a regular wall it works just fine.
[Addendum]
I just modified my map with those hollow sectors and it still does not work.
Most peculiar.
- Attachments
-
walltorch3.wad
- another example pwad
- (32.39 KiB) Downloaded 33 times
Re: Problem with Heretic walltorch
Because you're extending them into the floor. And seeing as things can't exist below a floor...
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49238
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Problem with Heretic walltorch
They were obviously defined so that with a z-less map format they spawn in the middle of a wall. Unfortunately this limits their usefulness quite a bit.
I'm afraid but you'll have to redefine the sprite offsets with TEXTURES and create a replacement actor to get around this problem because changing the original actors is not an option.
I'm afraid but you'll have to redefine the sprite offsets with TEXTURES and create a replacement actor to get around this problem because changing the original actors is not an option.
- Kappes Buur
-
- Posts: 4187
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Re: Problem with Heretic walltorch
I saved the torch sprites as png, adjusted the offset with Slade3 and imported them into my map.
But I still had to make those sectors hollow to extend the sector heights.

Thank you gentlemen.
But I still had to make those sectors hollow to extend the sector heights.

Thank you gentlemen.
Last edited by Kappes Buur on Fri Jan 30, 2015 2:24 am, edited 1 time in total.
Re: Problem with Heretic walltorch
R2215: Fixed, Visual mode: when thing's position is not absolute, it should always be positioned between floor and ceiling planes.
- Kappes Buur
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- Posts: 4187
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
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- Contact:
Re: Problem with Heretic walltorch
Thank youMaxED wrote:R2215: Fixed, Visual mode: when thing's position is not absolute, it should always be positioned between floor and ceiling planes.
Last edited by Kappes Buur on Fri Jan 30, 2015 2:25 am, edited 1 time in total.
Re: Problem with Heretic walltorch
Just make sure it's based on the actors absolute center. Actors can be placed into holes smaller than themselves on spawn.MaxED wrote:R2215: Fixed, Visual mode: when thing's position is not absolute, it should always be positioned between floor and ceiling planes.