A couple of questions about Player1

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Kappes Buur
 
 
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A couple of questions about Player1

Post by Kappes Buur »

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In the Megawad Newdoom CommunityChest, Map 01, there are a lot of Player1 things, and I mean a lot. All except one are voodoodolls.

1. How does the engine determine, which one is the actual Player1 startpoint?

For the next question go to the first room, with some Imps and two Player1 voodoodolls, straight on just as you come in from the main leadin corridor.

2. Why is the Player1 thing on the lefthand side not sitting on top of the 32 unit high floor, but blended into the sector sitting at 0 unit high?
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HotWax
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Post by HotWax »

Not sure about #2, but for #1, the lowest-numbered (Thing ID) Player start is the real player start. (Or was it the highest-numbered?)
Cyb
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Post by Cyb »

the highest numbered (ie most recently placed) player1 start is the real start
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The Ultimate DooMer
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Post by The Ultimate DooMer »

Kappes Buur wrote:.
In the Megawad Newdoom (uh? I think you mean Doomworld!) CommunityChest, Map 01, there are a lot of Player1 things, and I mean a lot. All except one are voodoodolls.

1. How does the engine determine, which one is the actual Player1 startpoint?

For the next question go to the first room, with some Imps and two Player1 voodoodolls, straight on just as you come in from the main leadin corridor.

2. Why is the Player1 thing on the lefthand side not sitting on top of the 32 unit high floor, but blended into the sector sitting at 0 unit high?
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1. It's the highest numbered thing, as I have to keep moving the starts around when I place manikins down.

2. I don't know, it's probably a bug. The manikin there is in the same place on the ledge relative to the other one. Maybe it's because there's a secret door right next to the ledge - but then again it's never appeared like that when I've played it. Still, I fixed it by moving the manikin 2 units to the right (you can fix it yourself if you want to) so it must be to do with that.
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Kappes Buur
 
 
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Post by Kappes Buur »

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Oh, right. It's Doomworld CommunityChest and Newdoom Community Project.
By the looks of things it will be quite a while before NCP will be finished.
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Hirogen2
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Post by Hirogen2 »

HotWax wrote:Not sure about #2, but for #1, the lowest-numbered (Thing ID) Player start is the real player start. (Or was it the highest-numbered?)
Not only Thing ID but also Thing Number (i.e. to make Vodoo Dolls in the vanilla Doom format, which doesnot have TIDs)
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randi
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Post by randi »

The player start's TID is unimportant in deciding which one is not a voodoo doll. As Cyb, said, the only thing that matters is the order in which you place them, with the most recently placed one being the real player.

When Doom sees a player start, it spawns a player. When it sees another start for the same player, it spawns the player again without checking if that player was already spawned. It spawns them in the order you placed them, and because you can only control one player at a time, your control goes to the last player that was spawned.
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Post by Cyb »

that'd be freaky if you could control all of them at once...
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HotWax
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Post by HotWax »

Yes, I meant Thing number when I said Thing ID. I wasn't referring to the TID, and I already knew that that was a Hexen-only feature. Sorry for the confusion.
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The Ultimate DooMer
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Post by The Ultimate DooMer »

I meant the thing number in the editor, too.

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