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Sliding Doors in DOOM - Were they ever fixed?


wuunds

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Old video, but this should be at the timestamp where we have what I believe is more or less the same effect.

 

 

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3 minutes ago, dasho said:

Old video, but this should be at the timestamp where we have what I believe is more or less the same effect.

 

 

Obsidian can now generate polyobjects ? Let's fucking go that was one of the things I really wanted to see in ObAddon, wonder if vertex terrain would be doable too. Or are they Strife animated doors ?

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20 minutes ago, Shepardus said:

The specific cobbled-together implementation shown in the video, or just sliding doors in general?


Sliding doors in general.

 

20 minutes ago, dasho said:

Old video, but this should be at the timestamp where we have what I believe is more or less the same effect.

 

 


Oh wow that looks really good, actually this whole demo looks amazing!

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1 hour ago, inkoalawetrust said:

Obsidian can now generate polyobjects ? Let's fucking go that was one of the things I really wanted to see in ObAddon, wonder if vertex terrain would be doable too. Or are they Strife animated doors ?

 

:( alas, they are Strife-style. Polyobjects are possible, but currently the big limiting factor is that the polyobj sector has to be in the same prefab as the things which control where they spawn, which can often get clobbered when everything is combined. This and 3D floor control sectors need to be moved off-map like the monster depots.

 

I've added some preliminary support for UDMF prefabs so things like zfloor/zceiling values for vertices should eventually be possible as well but that's all very underbaked at the moment.

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  The answer is that they were used for Hexen first, before it was open source, maybe not using the exact same code. But after that it was possible to create them using Boom, you put a voodoo doll in a treadmill which activates a few lines in order when it's turned on, then you connect that to some instant lowering doors that are closer to the door frame than the one before, which gives the effect that it's sliding, thinking about it, it should also be possible in vanilla Heretic.

  But as we discovered more and more about the Doom engine now it's possible to do that in vanilla, instead of using a conveyor now you use a single explosion and portals to move the dolls forward, if you want to make it prettier you also would need two custom textures and replace one of the useless items with something that triggers an explosion. the only drawback of doing it in something before Hexen format is that the more frames of animation you want the more time you need to make the door.

Edited by Metal_Slayer

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Sliding doors aren't really a thing, even in some source ports that add a bunch of new features, but of course people went and figured out how to do them anyway by using some of these completely unrelated features to sell you a 100% functional illusion of a sliding door. You might be interested in this:

 

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58 minutes ago, ebrl said:

Sliding doors aren't really a thing, even in some source ports that add a bunch of new features, but of course people went and figured out how to do them anyway by using some of these completely unrelated features to sell you a 100% functional illusion of a sliding door. You might be interested in this:

 


I played the WAD that's linked on that tutorial and I was seriously impressed with it! I might use this tutorial in the future since I usually make WADs in BOOM, thanks for showing me :p

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16 hours ago, ebrl said:

Sliding doors aren't really a thing, even in some source ports that add a bunch of new features, but of course people went and figured out how to do them anyway by using some of these completely unrelated features to sell you a 100% functional illusion of a sliding door. You might be interested in this:

 

That's way more impressive than the method I suggested, that should be doable in Heretic too, as it can scroll textures, but probably not in vanilla, although someone could figure how to do something similar. It seems like the only problem is that the door's physics doesn't match the appearance and that it's too thin. But if you think about it even raising and lowering doors are just sectors going up and down in vanilla, it's just used in a way that makes it a door.

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