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Doors don't work in Crispy Doom when Editing in ZDoom (Doom in Hexen Format)


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Hey so I've been following a tutorial for making a simple door and I noticed it was suggested that I use ZDoom (Doom in Hexen Format) for editing maps. I notice this comes with the benefit of using the triggers in the editing menu. Thing is, since crispydoom is my preferred source port, the triggers I make don't seem to work. Only when I'm playing in GZDoom am I able to open the doors. How should I remedy this?

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This person has given you bad advice as Crispy Doom does not support the Hexen map format. Frankly I'm surprised such a level even launches for you given its data structures are completely different. Crispy Doom is strictly only a limit removing vanilla Doom port, so if you want to make maps for it you must use the Doom format.

Edited by Edward850

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Thanks so much for the help. Would you happen to know any tutorials for how to do similar triggers in the Vanilla Doom format?

 

EDIT: Never mind, I just opened the original E1M1 and looked at the linedef properties for the first door and how they did it. Thanks again.

Edited by I_Am_Doom_Man

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A simple door opening trigger but like I said I just looked into the og E1M1 map and saw how it was done. I see it shows a set of predefined actions in the actions list and there's one selected for opening a door.

Edited by I_Am_Doom_Man

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That's pretty much correct, yes. Vanilla Doom didn't really have flexibility in its actions, if they wanted a new kind of action they basically just hardcoded a new one.

For door actions (and several others) the name has a couple of characters at the front that describe how the action works. For example action 1 is DR Door Open Wait Close. The D referring to Door (meaning you use it on the line of the door, rather than remotely), and the R referring to repeatable (you can use the door multiple times) opposed to 1 which would mean you can only use the door once.

Others include W, meaning it's a walkable line trigger (you walk over it, it activates), and S, meaning a switch that's used on another line elsewhere.

 

For a complete list of vanilla doom actions, look here: https://doomwiki.org/wiki/Linedef_type

And here's a simple step by step guide on how to make a door: 

 

 

Edited by Edward850

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The quickest way to make a door in the DB2 family of editors is the "make door" function. You just highlight/select a sector and execute the action (Shift+D by default), then configure the door to your liking. Knowing how to do it manually is important, too, of course.

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