Enjay wrote:Hmmm... found a problem. Go to E1M2 of Doom. Don't move - simply fire your weapon. You will hear a Zombie wake-up sound rapidly repeating until the game freezes and crashes to the desktop with no error message.
Also, on startup, I get these warnings with developer messages switched on:
Code: Select all
Script warning, "Doom_AI_Amplifier.zip:path_algorithms/initialization/event.zsc" line 69:
Accessing deprecated function Create - deprecated since 3.8.0
Linux? Because on windows it shows where error happens.
Anyway, fixed. Redownload archive from first link.
phantombeta wrote:
This is actually a pretty common trick that's still used even nowadays. For example, it can be used to make monsters teleport in without needing a sound tunnel.
You can handle this yourself without subsectors by finding the separate shapes, then triangulating if necessary. GZDoom Builder does this for rendering, since running the nodebuilder on every change would be ridiculously slow.
Such sectors exist almost in every doom/doom2 map, so I dont think that intentional. I brought plutonia map 11 as example because I initially test it there.
Problem exactly in founding such separate polygons. I start from idea
"pick first[zero]/unused line in sector lines array
pick it vertices indexes
find all lines which have vertices with same indexes
repeat until no lines founds (polygon "close")
if amount of found lines not equal to amount of sector lines, there are separate part of the sector somewhere
move all found line in newly created graph node
go to 1"
Problem arise when there are another sector standing separately inside initial sector. Script think "this lines unconnected to sector, create new graph node for them". And I cant find a way to prevent it.