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Interruptable doors in UDMF/GZDoom


aRottenKomquat

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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.

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When a linedef triggers a door using a sector tag, it activates and cannot be interacted with until it closes.

 

I edited your MAP01 and changed the door in the first room to omit the sector tag, then it worked as you want it to.

 

The only times you need to reference a door using a sector tag are when the door trigger is not the actual door itself. Typically, this is either a switch or ACS script.

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8 hours ago, Caffeine said:

When a linedef triggers a door using a sector tag, it activates and cannot be interacted with until it closes.

 

I edited your MAP01 and changed the door in the first room to omit the sector tag, then it worked as you want it to.

 

The only times you need to reference a door using a sector tag are when the door trigger is not the actual door itself. Typically, this is either a switch or ACS script.

 

Huh. I thought doing stuff without tags (at least in UDMF) was not allowed. TIL.

 

11 hours ago, Stabbey said:

I don't know, but using UDMF for a vanilla-style WAD seems to be a contradiction in terms.

 

Vanilla-style, but not actually vanilla. It mostly looks vanilla, but it is definitely making a lot of subtle use of ZDoom features. It just isn't as over-the-top and in-your-face as a lot of ZDoom mods tend to be. Casual players probably wouldn't even notice.

Edited by aRottenKomquat

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3 hours ago, aRottenKomquat said:

Huh. I thought doing stuff without tags (at least in UDMF) was not allowed. TIL.

 

This is not UDMF-specific. With regards to linedef action specials, UDMF replaces all of the "standard" ones, i.e. "Doom 2 in Doom 2 format." Instead, it provides some new ones that correspond to the original ones, but laid out a bit better.

 

For example: it has several door actions, but you configure keys, open/close speed, and trigger type as parameters to the action. While OG doom would have different actions for "D1 stay open" or "DR open/close" or "DR open/close blue key" or "DR open/close fast" and so on, UDMF has a generalized door, door raise (implied close), door open (stay), and door close. You configure everything else as options, which is possible because UDMF is text-based instead of a fixed-width binary format like OG Doom. In other words, UDMF can add more options because there is space in the file format for those options to go.

 

Anyway, tangent aside, linedef specials have always needed sector tags, even with UDMF, unless the action is a door type and the sector being triggered is on the backside of the linedef being triggered.

 

The OG door switches such as "S1 door open (stay)" always needed a sector tag, while "DR open door (close)" never did.

 

In UDMF, a door special in general does not require a sector tag. Instead, the engine figures out what to do based on context. If there is no sector tag, then it behaves like a regular door always has by "dooring" the sector behind the linedef. If it does have a sector tag, it behaves like a switch that triggers some other random sector, but only makes the switch sound if the linedef has a switch texture.

 

Be sure to ask more questions here if you find something else that is off in your levels. I, too, watched @Spectere's videos and did not notice any real problems, although I do plan to play through your episode one soon when I have time. I think your project has a lot of promise and I do plan on providing some constructive feedback in your wad's release thread after I have a chance to play through it.

 

Quote

Vanilla-style, but not actually vanilla. It mostly looks vanilla, but it is definitely making a lot of subtle use of ZDoom features. It just isn't as over-the-top and in-your-face as a lot of ZDoom mods tend to be. Casual players probably wouldn't even notice.

 

I'm with you on this one. I love the feel of OG Doom as opposed to the advanced mods that GZDoom allows, but I really like some of the features that GZDoom+UDMF add when done tastefully.

 

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