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HOMs in map


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10 minutes ago, Silent Wolf said:

I just checked, and it seems to be lowering with Doom(strict) compatibility mode, not Boom. 

It doesn't lower in GLBoom by default either, so presumably a compatibility setting would solve that. So I flipped "Use exactly Doom's motion floor behavior," and they did lower... which did reveal some HOM (the sides of the walls of the lift that lowered).

 

However, the interesting part of this is that the lifts still didn't actually lower. They visually move down, but if you walk into them, you actually can't pass them. For some reason the engine thinks they are still up, even though it showed them moving down!

 

And ultimately, that is what's producing the HOM in at least this instance, since it's textured properly according to UDB.

Edited by Dark Pulse

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1 minute ago, Dark Pulse said:

And ultimately, that is what's producing the HOM in at least this instance, since it's textured properly according to UDB.

Do you by any chance know how to solve the issue?

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25 minutes ago, Silent Wolf said:

It wasn't intentional. Do you know how I can stop this from happening?

well, just increase the ceiling height.

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6 minutes ago, Silent Wolf said:

Do you by any chance know how to solve the issue?

Basically, if the lifts actually move, they should solve themselves. Since the lift hasn't really moved, it can't reveal the walls, and so thinks they are not visible yet, thus won't draw them.

 

The big question is "Why the hell aren't they moving?" Normally this bug is due to the original engine refusing to move a lift if a Thing is blocking the movement. The shotgun shells are close by, but not close enough to trigger this. I even tried moving them further away - no change, so it can't be that.

 

For some reason, it thinks these lifts are blocked. And even if you use the original floor moving code, the floors still don't actually move, even though they visually and audibly move...

 

This is definitely a stumper and a half.

Edited by Dark Pulse

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3 minutes ago, Gregor said:

well, just increase the ceiling height.

I tried that and the only difference here is that I can now walk under the lowered walls, the ones that aren't supposed to move.

 

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2 hours ago, Silent Wolf said:

I tried that and the only difference here is that I can now walk under the lowered walls, the ones that aren't supposed to move.

 

Well, you could use a Floor action rather than a Lift one. 23 does the same thing without moving the ceiling. However, it will lower at standard speed rather than fast.

Edited by Gregor

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i haven't looked at the other HOMs yet. but if it works, great.

 

maybe there is an alternative workaround for this limitation. I never mapped in Boom. Maybe @Dragonfly can share some knowledge on this.

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ok, there's actually a much, much better way to do this under Boom...

 

Just use a generalized line action. that way u can move the floor without the ceiling and still move them fast ( u can even set the speed to turbo which is twice the speed of fast). Pretty nifty. Like i said, i only ever used vanilla.

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1 minute ago, Silent Wolf said:

I unfortunately don't know what that is don't or how to do it.

Well, in that case prepare to have your mind blown. ;)

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Boom didn't just include a set of extended line actions (like 233) but also introduced generalized linedefs that allow for all kinds of custom combinations.

Open the edit action window by hitting the 'browse action' icon next to the line action. Above you can see two tabs: predefined actions is what is open by default but there's also another one to the right: generalized actions. Voila!

 

2084191000_Darkzonemap(EditLinedef)at2022_09.0120-23-30.281R3925.jpg.237660b6a5997dee9f6f265803a90960.jpg

 

1257970386_Darkzonemap(EditAction)at2022_09.0120-25-40.236R3925.jpg.3c68a2333c9daeeb7ea60cd8019b7dde.jpg

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