After @Spectere's recent playthrough of the first episode of the I.M.P. Act, I discovered that doors in Doom can normally be "interrupted" by the player, that is, you can interrupt and reverse their opening/closing with the use key. Somehow I didn't know this, as I jumped straight from DOS Doom to GZDoom with like a 20-year gap in there. Anyway, our maps (GZDoom/UDMF) don't do that, and I can't figure out how to make them work like vanilla doors. Most of them are using linedef action 202 Generic_Door. I also tried 12 Door_Raise but no difference there.
Any ideas? As this is intended to be a vanilla-style WAD, a few fixes like this could make a difference.
Question
aRottenKomquat
After @Spectere's recent playthrough of the first episode of the I.M.P. Act, I discovered that doors in Doom can normally be "interrupted" by the player, that is, you can interrupt and reverse their opening/closing with the use key. Somehow I didn't know this, as I jumped straight from DOS Doom to GZDoom with like a 20-year gap in there. Anyway, our maps (GZDoom/UDMF) don't do that, and I can't figure out how to make them work like vanilla doors. Most of them are using linedef action 202 Generic_Door. I also tried 12 Door_Raise but no difference there.
Any ideas? As this is intended to be a vanilla-style WAD, a few fixes like this could make a difference.
Share this post
Link to post
4 answers to this question
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.