I am glad you are back Atari. I was wondering where you went.Progress Report: November 24, 2013Minor progress to report.A couple of weeks ago I made up a replacement ENDOOM lump as experiment even though most people have the ENDOOM display option turned off. This week I obsessively made a better one.The lift in the big hangar at the north of E2M1 has been bothering me for a long time. I want to change it to being a 3D platform like the small lift, but the method I used changed that lift's behaviour, requiring switches to raise and lower the platform. I do not really want to change the way the large platform moves, so I have left it alone. A couple of days ago I was playing HACX and saw a lift using a technique I had seen before, but never used myself, so I decided to give it a try. The method is simply to use an invisible sector and use transparent mid textures to build a grid to fake a visible floor.This is what I ended up with.I do have another option or two I might try. What do you think og this method?I finally got around to making that chainlink fence texture and put it in today. That was really easy.I made some minor changes to the diner in the hopes of giving it a little more of a 1950s googie style. In fact, I am planning on changing the interior of the diner from brown to a salmon pink if I can. I am even thinking of adding a jukebox (the squared off kind like I used to see when I was a kid like this one, not the round topped kind due to it being easier to make) that with scripting might be able to play a little music.I spent some time on the old computer early in the week making up new(er) versions of the title screen indentifying the next release as release 6. Don't get excited. I am not ready for a release yet. Progress continues to be slow.As a side note, I was manning a Christmas kettle for the Salvation Army the other day. I decided that drawing snot monsters might be off putting for people walking by, and so I decided to do some sketches of a blimp I might have as a background element in E2M1. I started sketching a nice cigar shaped object with tail fins like this, when somebody stopped and asked me why I was drawing a bomb!Anyway, I kind of stopped drawing. Maybe snot monsters are not so bad.As an experiment, I installed MorphVox Pro on my new machine. Maybe I will attempt to do some voice acting for a cutscene or two if I can get over my stage fright.
You should have read the following report where I changed the lift to look solid.Link: http://www.chexquest.org/index.php?topic=3670.msg187392#msg187392In case you are wondering, it is an old trick that works in vanilla DooM, which is where I first learned of it.
As for getting it to work on walk-over, use a Platform Raise Wait Lower function, with a tag to the 3D Floor control sector. Unless such a function doesn't exist in the format Boingo is using... idk.
QuoteAs for getting it to work on walk-over, use a Platform Raise Wait Lower function, with a tag to the 3D Floor control sector. Unless such a function doesn't exist in the format Boingo is using... idk.Platform actions just move the FLOOR of a sector, a 3d floor is a floor AND a ceiling, he needs an elevator action, unfortunately as far as I know Legacy format maps don't have an elevator action.Elevator actions move the floor and ceiling of a sector together, retaining the height of the sector, no matter what happens, which is needed for 3d floor lifts like this. Those actions are only in zDoom in Hexen and zDoom in UDMF format, though.The best option I can think of right now to implement this with 3d floors is to hackily string together a floor and ceiling move on two linedefs that are very close together using dummy sectors and hope that they don't go out of sync and have strange glitches (e.g., if the lift comes down on your head it will become infinitely thin, there's nothing to stop the 3d floor from changing shape; if you activate one linedef but not the other, well, you'll get the amazing stretchy lift)
I think my solution is a good one.I am still learning new things, and if I figure out a better way, I will probably use it when I learn how to use it properly. Until then I will go with what I know works.
Quote from: 75 on January 17, 2014, 12:18:18 AMQuoteAs for getting it to work on walk-over, use a Platform Raise Wait Lower function, with a tag to the 3D Floor control sector. Unless such a function doesn't exist in the format Boingo is using... idk.Platform actions just move the FLOOR of a sector, a 3d floor is a floor AND a ceiling, he needs an elevator action, unfortunately as far as I know Legacy format maps don't have an elevator action.Elevator actions move the floor and ceiling of a sector together, retaining the height of the sector, no matter what happens, which is needed for 3d floor lifts like this. Those actions are only in zDoom in Hexen and zDoom in UDMF format, though.The best option I can think of right now to implement this with 3d floors is to hackily string together a floor and ceiling move on two linedefs that are very close together using dummy sectors and hope that they don't go out of sync and have strange glitches (e.g., if the lift comes down on your head it will become infinitely thin, there's nothing to stop the 3d floor from changing shape; if you activate one linedef but not the other, well, you'll get the amazing stretchy lift)I got it to work easilly in GZDoom before.
Quote from: Super Chex on January 17, 2014, 05:30:08 AMQuote from: 75 on January 17, 2014, 12:18:18 AMQuoteAs for getting it to work on walk-over, use a Platform Raise Wait Lower function, with a tag to the 3D Floor control sector. Unless such a function doesn't exist in the format Boingo is using... idk.Platform actions just move the FLOOR of a sector, a 3d floor is a floor AND a ceiling, he needs an elevator action, unfortunately as far as I know Legacy format maps don't have an elevator action.Elevator actions move the floor and ceiling of a sector together, retaining the height of the sector, no matter what happens, which is needed for 3d floor lifts like this. Those actions are only in zDoom in Hexen and zDoom in UDMF format, though.The best option I can think of right now to implement this with 3d floors is to hackily string together a floor and ceiling move on two linedefs that are very close together using dummy sectors and hope that they don't go out of sync and have strange glitches (e.g., if the lift comes down on your head it will become infinitely thin, there's nothing to stop the 3d floor from changing shape; if you activate one linedef but not the other, well, you'll get the amazing stretchy lift)I got it to work easilly in GZDoom before.Using Legacy format maps? What was your solution? Fragglescript?Legacy's map format has less actions than zDoom (Doom in Hexen) and zDoom (Doom in UDMF), it's about equivalent to Boom format; it's possible to do a lot with Boom but it's not really something I have a lot of expertise in so by all means, I'd be interested if this is possible.