Mr. Cowboy Zombie Posted April 27, 2023 (edited) I made a trap when you cross the linedef this floor lowers to lowest floor and changes texture to one with lava. But in game for some reason floor just lowers, don't change texture and it doesn't damage. Is on map E3M9 I give in dev WAD. MAISTER_hilfe.zip Edited April 27, 2023 by HERRGOTT Missign information. 0 Quote Share this post Link to post
0 ViolentBeetle Posted April 27, 2023 (edited) Without textures it would be pretty hard to test, but I think there's a lower limit in Doom to how low the floor can go. Try raising the whole level by a few hundreds units. (Not sure what editor you are using and whenever ++200 would work to effect relative change. Edited April 27, 2023 by ViolentBeetle 0 Quote Share this post Link to post
0 Stabbey Posted April 27, 2023 I think that you need to have the linedef you walk over be pointing into a sector with the correct texture and sector effect. The trigger will take the texture and effect from the sector the line if facing into, not the texture and effect of the actual lower sector. You can do this by making a very thin sector in front of the trigger with the appropriate texture and effect, but leave the wall textures of that sector empty so the floor gets "painted" over the crack to hide it. The height of the thin sector doesn't matter, just the texture and effect, so you can have it shallow enough (-24 below the regular floor or less) and monsters will still walk over it fine. 0 Quote Share this post Link to post
0 Mr. Cowboy Zombie Posted April 27, 2023 7 hours ago, Stabbey said: I think that you need to have the linedef you walk over be pointing into a sector with the correct texture and sector effect. The trigger will take the texture and effect from the sector the line if facing into, not the texture and effect of the actual lower sector. You can do this by making a very thin sector in front of the trigger with the appropriate texture and effect, but leave the wall textures of that sector empty so the floor gets "painted" over the crack to hide it. The height of the thin sector doesn't matter, just the texture and effect, so you can have it shallow enough (-24 below the regular floor or less) and monsters will still walk over it fine. Sorry, but I didn't understand nothing o.O 0 Quote Share this post Link to post
0 ViolentBeetle Posted April 27, 2023 7 hours ago, Stabbey said: I think that you need to have the linedef you walk over be pointing into a sector with the correct texture and sector effect. Boom's generalized actions notwithstanding, this is true for raising platforms, but not "floor lowers to lower floor (change texture)" effect, which will sample the target sector. 0 Quote Share this post Link to post
0 Kappes Buur Posted April 28, 2023 (edited) I filled in some textures so I could see something and played it with GZDoom (BOOM format) It seems to work. Other ports had a problem opening the map. Edited April 28, 2023 by Kappes Buur 0 Quote Share this post Link to post
0 SMG_Man Posted April 28, 2023 from the Doom Wiki: Quote A floor action can be a texture change type, in which case after the action the floor texture of the affected floor, and possibly the sector type of the affected floor are changed to those of a model sector. The sector type may be zeroed instead of copied from the model, or not changed at all. These change types are referred to below as Tx (texture only), Tx0 (type zeroed), and TxTy (texture and type changed). The model sector for the change may be the sector on the first sidedef of the trigger (trigger model) or the sector with floor at destination height across the lowest numbered two-sided linedef surrounding the affected sector (numeric model). I think this is what's going on - you're using a line special that uses the "trigger model", which isn't working as intended. This glitch/arcane behavior is fixed by some source ports, like GZDoom, so in any case it's helpful to know what you're using to test your map in order for others to have an easier time figuring things out. 0 Quote Share this post Link to post
0 Mr. Cowboy Zombie Posted April 28, 2023 (edited) Is from Heretic, I think you opened it with doom and I play with chocolate Edited April 28, 2023 by HERRGOTT 0 Quote Share this post Link to post
0 Stabbey Posted April 28, 2023 19 hours ago, HERRGOTT said: Sorry, but I didn't understand nothing o.O *sigh* From the provided screenshot, Am I correct in assuming that the line(s) which trigger sector 1 are the green lines on either side of the Tag 1 sector? If so, that might be your issue. The little 'tick' on those lines is pointing into the regular floor. I suspect that SMG Man is correct: the type of trigger you're using takes the texture and effect from the sector the ticks are pointing into - which, of course doesn't have the lava texture or damage effect. 0 Quote Share this post Link to post
0 Doomy__Doom Posted April 28, 2023 38 minutes ago, Stabbey said: The little 'tick' on those lines is pointing into the regular floor. I suspect that SMG Man is correct: the type of trigger you're using takes the texture and effect from the sector the ticks are pointing into - which, of course doesn't have the lava texture or damage effect. It's a wee bit more messed up than that, if we're talking choco. Vanilla Heretic and Doom have the same code for this particular special afaik and I don't have Heretic set up to play around, so I'll show a Doom example. Exibit A: floortrap.zip There are 3 setups in the wad. Left and center are conceptual copies of the OP, except the center one crashes Choco Doom (3.0.1) by assigning a garbage sector effect that doesn't exist (I guess out of bounds/uninitialized memory read) whereas the left one works as OP wants it to (lowers the floor, changes texture and assigns effect). However, if you delete and redraw these three lines in order: ... it's going to swap around which setup crashes and which works :) Same for -complevel 2 ports except there is no crash and instead the floor remains startan. The 3rd (rightmost) setup is the "crack" approach demonstration (works fine) for OP because why not. 0 Quote Share this post Link to post
0 Kappes Buur Posted April 29, 2023 (edited) Instead of attaching the trap sectors together with the play sector, which looks a bit odd even if the sector is small, it might be cleaner to construct this setup with control sectors the sectors tagged 1 are joined and, as before, will lower to the lowest adjacent sector and change the texture. As seen in GZDoom. Edited April 29, 2023 by Kappes Buur 0 Quote Share this post Link to post
0 Mr. Cowboy Zombie Posted April 29, 2023 10 hours ago, Kappes Buur said: Instead of attaching the trap sectors together with the play sector, which looks a bit odd even if the sector is small, it might be cleaner to construct this setup with control sectors the sectors tagged 1 are joined and, as before, will lower to the lowest adjacent sector and change the texture. As seen in GZDoom. Could you send me zip of your edit? Thanks 0 Quote Share this post Link to post
0 Kappes Buur Posted April 29, 2023 4 hours ago, HERRGOTT said: Could you send me zip of your edit? Thanks 3MAISTER.7z 0 Quote Share this post Link to post
0 Mr. Cowboy Zombie Posted April 30, 2023 16 hours ago, Kappes Buur said: 3MAISTER.7z Problem is for some reason in chocolate heretic doesnt work 0 Quote Share this post Link to post
0 Kappes Buur Posted April 30, 2023 (edited) I cropped the map and the setup does work in chocolate-heretic which makes me think that something else in your map is interfering, or it could be a bug in chocolate-heretic Edited April 30, 2023 by Kappes Buur 0 Quote Share this post Link to post
0 Doomy__Doom Posted April 30, 2023 12 minutes ago, Kappes Buur said: I cropped the map ... which made UDB renumber all linedef indexes, and they coincidentally got arranged in the "correct" order for vanilla routine to produce the correct result. Yes, linedef indexes being in a different order matters. Here is the edit of original level where everything is identical, except I deleted and redrew three 2-sided lines of the bridge sector in a specific order: MAISTER-index-reorder.zip This works in choco heretic. Any edit to the level may break this back into non-working state ¯\_(ツ)_/¯ Similarly, 3MAISTER-index-reorder.zip is the working version with joined sector. Again, the order of linedef indexes matters. In both cases the linedef pointing into the lava sector has the lowest of all 2-sided line indexes of the bridge sector: 262-352-353 in MAISTER, 355-356-357 in 3MEISTER. 0 Quote Share this post Link to post
0 Mr. Cowboy Zombie Posted May 14, 2023 I fixed it, what I made was remake that part, that is the solution. 0 Quote Share this post Link to post
Question
Mr. Cowboy Zombie
I made a trap when you cross the linedef this floor lowers to lowest floor and changes texture to one with lava.
But in game for some reason floor just lowers, don't change texture and it doesn't damage.
Is on map E3M9
I give in dev WAD.
MAISTER_hilfe.zip
Edited by HERRGOTTMissign information.
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