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Sector doesn't work in game


Mr. Cowboy Zombie

Question

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.

 

 

Captura.PNG

Captura1.PNG

MAISTER_hilfe.zip

Edited by HERRGOTT
Missign information.

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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 by ViolentBeetle

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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.

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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

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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.

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I filled in some textures so I could see something

 

fUZSD0g.jpg

 

and played it with GZDoom (BOOM format)

 

JhvhvTW.png

 

It seems to work.

Other ports had a problem opening the map.

Edited by Kappes Buur

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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.

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19 hours ago, HERRGOTT said:

Sorry, but I didn't understand nothing o.O

 

*sigh*

 

fUZSD0g.jpg

 

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.

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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:

505469735_2023-04-2822_26_25-Window.jpg.f5d798001c806ae3b81ccab1da648da0.jpg

... 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.

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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

 

ZFvcFFl.jpg

 

the sectors tagged 1 are joined and, as before, will lower to the

lowest adjacent sector and change the texture.

 

XWapjse.png

 

As seen in GZDoom.

Edited by Kappes Buur

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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

 

ZFvcFFl.jpg

 

the sectors tagged 1 are joined and, as before, will lower to the

lowest adjacent sector and change the texture.

 

XWapjse.png

 

As seen in GZDoom.

Could you send me zip of your edit? Thanks

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I cropped the map

 

eJL9lkf.png

 

and the setup does work in chocolate-heretic

 

KEr7QJI.png

 

which makes me think that something else in your map is interfering,

or it could be a bug in chocolate-heretic

 

 

Edited by Kappes Buur

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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.

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