Clippy Posted October 23, 2023 (edited) I have a long pit but doesn't make it to the bottom Any idea why? I made certain that there are no higher floors in the way It works in gz but not crispy or dsda Thx guys Edited October 23, 2023 by Clippy 0 Quote Share this post Link to post
Jayextee Posted October 23, 2023 6 minutes ago, Clippy said: It works in gz but not crispy or dsda Have you tagged both the sector and the linedef? Also make absolutely, absolutely sure there are no other sectors touching the one you want to downwards. 0 Quote Share this post Link to post
Clippy Posted October 23, 2023 I did all that ya Works in gz just not crispy or dsda 0 Quote Share this post Link to post
Clippy Posted October 23, 2023 5 minutes ago, Jayextee said: Can you upload the wad? well thats is I dont want to spoil the wad - believe it or not I have plenty of experience mapping again this works in GZ but not crispy or dsda You will see in non gz ports it doesnt lower all the way thanks so much https://drive.google.com/file/d/1vm212XRnchdomyrbYMWs8RqQtzotrrb3/view?usp=share_link 0 Quote Share this post Link to post
Worst Posted October 23, 2023 According to Doom wiki, action 71 is "S1 Floor To 8 Above Higher Adjacent Floor Fast" and there is also this note: Quote Type 70, 71, 98 floors lower always adjust the height to 8 above highest adjacent floor in Heretic, but in Doom only adjust if the adjacent floors are lower than the starting height. Maybe this is relevant to your setup? 0 Quote Share this post Link to post
TimeOfDeath666 Posted October 23, 2023 Haven't looked at the wad, but "floor lower" actions don't go below -500 target height in vanilla. 4 Quote Share this post Link to post
Clippy Posted October 23, 2023 thanks guys didnt know of this limitation - now will have to redesign whole thing lol 0 Quote Share this post Link to post
Clippy Posted October 23, 2023 3 minutes ago, TimeOfDeath666 said: Haven't looked at the wad, but "floor lower" actions don't go below -500 target height in vanilla. seems to work with action 23 but this will just make it slower so yeah I will make the pit less deep and mess around derp 0 Quote Share this post Link to post
Foxpup Posted October 23, 2023 1 minute ago, Clippy said: now will have to redesign whole thing lol Or just raise the entire map so nothing ever needs to go below -500? 3 Quote Share this post Link to post
Jayextee Posted October 23, 2023 4 minutes ago, Clippy said: thanks guys didnt know of this limitation - now will have to redesign whole thing lol I'll say, with a target height of -10128 (I looked). Okay so action 71 moves pretty quickly, can you achieve a similar goal with a higher target sector and one of the slower moving floor actions? 0 Quote Share this post Link to post
Stabbey Posted October 23, 2023 6 minutes ago, Foxpup said: Or just raise the entire map so nothing ever needs to go below -500? This. When in Sectors mode, select all, and put something in Height Offset and it'll automatically raise both floors and ceilings by the amount you put in. 1 Quote Share this post Link to post
Stupid Bunny Posted October 23, 2023 Yeah I love deep pits in my maps so I'm always having to select all the sectors and to ++1000 or whatever to make everything above -500; no redesign needed 1 Quote Share this post Link to post
Pechudin Posted October 23, 2023 Love this hard-coded magic number. Like: "We need a limit so the engine does not shit itself". "Kay, put a large enough number so it's not noticeable" *Puts -500* 0 Quote Share this post Link to post
hobomaster22 Posted October 23, 2023 4 minutes ago, Pechudin said: Love this hard-coded magic number. Like: "We need a limit so the engine does not shit itself". "Kay, put a large enough number so it's not noticeable" *Puts -500* It's worse than that. It's supposed to be initialized so that the check passes on the first floor it hits. It should have been set to MININT.https://github.com/id-Software/DOOM/blob/77735c3ff0772609e9c8d29e3ce2ab42ff54d20b/linuxdoom-1.10/p_spec.c#L302 This special does it correctly. MAXINT because it's searching for lowest instead of highest:https://github.com/id-Software/DOOM/blob/77735c3ff0772609e9c8d29e3ce2ab42ff54d20b/linuxdoom-1.10/p_spec.c#L387 0 Quote Share this post Link to post
Clippy Posted October 23, 2023 By the way it's just action 71 type not working the other actions work below minus 500 but yeah we're designed this thing annoying 0 Quote Share this post Link to post
Foxpup Posted October 23, 2023 Specifically, it's only actions that seek the highest adjacent floor (minimum height = -500) or highest adjacent ceiling (minimum height = 0). Actions that seek the lowest adjacent floor/ceiling have no limitations and will happily move floors and ceilings to engine-breaking heights. It's really not at all clear why they were programmed that way. 1 Quote Share this post Link to post
Clippy Posted October 23, 2023 1 hour ago, Foxpup said: Specifically, it's only actions that seek the highest adjacent floor (minimum height = -500) or highest adjacent ceiling (minimum height = 0). Actions that seek the lowest adjacent floor/ceiling have no limitations and will happily move floors and ceilings to engine-breaking heights. It's really not at all clear why they were programmed that way. Thanks man learning stuff all the time. I was going overboard with making a map with extreme height variations haha 0 Quote Share this post Link to post
TimeOfDeath666 Posted October 23, 2023 I would have bet money that the -500 limit was for both highest and lowest floor actions, but after testing I see that's not the case. My life has been turned upside down. 0 Quote Share this post Link to post
Clippy Posted October 23, 2023 haha - there is so much particulars - hard to know evertyhing I'm making a map called plunge with radical height variations - have to settle for slower moving floor which seems less dramatic but want it to function in crispy that crispy has been a thorn in my side since switching from just making sure maps work in gZ some time ago - spoiled me 0 Quote Share this post Link to post
Scypek2 Posted October 23, 2023 One of my Deadliest Demolition maps has a floor that lowers from 936 to -40 with action 71, and I imagine even steeper drops could work just fine as well. I did have to shift my entire map, but that just meant rectangle-selecting everything, then putting "++800" in the floor and ceiling heights. It took me a while to learn about this feature, but it's been real life-changing. Funnily enough, I just opened DoomBuilder X to verify the exact heights on my map, and the random startup hint that showed up was specifically about setting relative heights with ++ and --. (This also works with tags by the way - quite useful for orchestrating big teleport ambushes and other stuff like that!) 0 Quote Share this post Link to post
magicsofa Posted October 23, 2023 Does it move at all in vanilla? If not, check that all non-action linedefs are facing INWARD on the moving sector. (Doom will consider any sector on the back side of the lines to be adjacent, ignoring lines that have an action. So if any of the lines face outward but don't have an action, it causes the sector to be counted as adjacent to itself, resulting in no movement) If it does move but doesn't make it all the way... next question is how many adjacent sectors are there? Doom only counts up to 20 or 21 I'm pretty sure, in which case you could make a border sector in between 0 Quote Share this post Link to post
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