Silhouette 03 Posted August 3, 2023 (edited) Hello :) There are three main bugs with my map, and I was hoping someone here could help me with them. The first issue is that in these window sectors(the one with the lights on either side) have a HOM whenever you go near. I've raised a small sector in the middle of the window to stop the player from shooting the monsters from that side and to stop the monsters from seeing the player. The HOM appears in PRBoom+ and DSDA Doom, but not in GZDoom 4.10.0 The second bug is that in GZDoom 4.10.0, this STARTAN texture appears in game, but no in the editor. I have no idea what is causing this. I'm using a custom resource pack, but I don't know if that is the issue. The third bug is that this sector looks like this when when the platforms near it lower. The idea is for the two platforms to lower where two enemies will teleport into the sector in question. Hopefully this makes sense and I've given enough information. Download with resources Thanks! Edited August 6, 2023 by Silhouette 03 0 Quote Share this post Link to post
RataUnderground Posted August 3, 2023 (edited) Both cases are simple to fix. To get rid of the HOM, simply assign to the inside of one of the side linedefs the number of the sector that surrounds them (inside is 118, outside 184) . If you set both the outside and inside 184, the invisible wall will work without HOM. In the case of the startan wall, it is because the sky trick only works with the top texture of the sector. To fix it, I simply created a new sector in the part that bothered you and lowered the height of both the ceiling and floor to 152, which is the height of the lowest adjacent sector. The map looks cool as hell : ) To save you the trouble of doing it yourself, here is the modified file attached to the post. Azeal's fortress.zip Edited August 3, 2023 by RataUnderground 0 Quote Share this post Link to post
Doomy__Doom Posted August 3, 2023 18 minutes ago, Silhouette 03 said: The first issue is that in these window sectors(the one with the lights on either side) have a HOM whenever you go near. In Boom the correct way to make a transparent wall is to use special 242. 18 minutes ago, Silhouette 03 said: he second bug is that in GZDoom 4.10.0, this STARTAN texture appears in game, but no in the editor. Your surrounding sector for sky (sector 20) needs to have a) floor not higher than the lowest sector connecting to the sky, b) ceiling = floor. You can reference any Boom map with sky meeting water and making a horizon. 21 minutes ago, Silhouette 03 said: The third bug is that this sector looks like this when when the platforms near it lower. The idea is for the two platforms to lower where two enemies will teleport into the sector in question. The water sector around teleporter is supposed to be 343, but back sides of teleporter sector lines reference 326, the sector behind the lift. So it has the height of 63 rather than 55. Idk how you got there, but use make sectors tool to fix that and then adjust the height. 0 Quote Share this post Link to post
Silhouette 03 Posted August 3, 2023 3 hours ago, RataUnderground said: To get rid of the HOM, simply assign to the inside of one of the side linedefs the number of the sector that surrounds them (inside is 118, outside 184) . If you set both the outside and inside 184, the invisible wall will work without HOM. 4 hours ago, RataUnderground said: In the case of the startan wall, it is because the sky trick only works with the top texture of the sector. To fix it, I simply created a new sector in the part that bothered you and lowered the height of both the ceiling and floor to 152, which is the height of the lowest adjacent sector. I tried this and the moment I switch ports from GZDoom to DSDA Doom the wall is back. 0 Quote Share this post Link to post
RataUnderground Posted August 3, 2023 1 hour ago, Silhouette 03 said: I tried this and the moment I switch ports from GZDoom to DSDA Doom the wall is back. I don't know what you're doing wrong. Looks fine to me in both sourceports. Are you sure you're ussing a fixed version of the map and not an old one? 0 Quote Share this post Link to post
Silhouette 03 Posted August 3, 2023 1 hour ago, RataUnderground said: I don't know what you're doing wrong. Looks fine to me in both sourceports. Are you sure you're ussing a fixed version of the map and not an old one? I'm using the old one. I'll switch to using the fixed version you linked, and have a look at the changes there. I wanted to try to do this myself. I forgot to Quote Doomy_Doom, but do you know how to fix the teleport sector? They explained it and I don't fully understand. 0 Quote Share this post Link to post
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