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[Boom format] How to achieve seamless transition with "teleport to line" actions


Fernito

Question

I've been experimenting with Boom's "teleport to line" actions, and I'm trying to figure out how to achieve a seamless transition. I keep experiencing this sort of "flicker" upon teleportation, and in some extreme cases like this one in the video, you can even see some sort of weird "bump", as if there were a change of height, which makes no sense to me, given that both the origin and destination sectors share the same height values (I'm not sure that's relevant though). 

 

Spoiler

 

 

Screenshots of both linedefs in the editor:

Spoiler

 

image.png.7bff532f58bb6de61fe6328d79ec0090.png 

image.png.84a6ebc950660e7696f7ad4653a47788.png

 

 

The question is basically whether there is a way of ensuring a smooth, seamless transition using these "teleport to line" effects, such that the player has no way of noticing they have been teleported to a new location.

Edited by Fernito

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1 hour ago, Fernito said:

I wonder if it's frame interpolation issue when you're running it in a modern port at more than the original 35 FPS. Maybe there's just no way around it :/

 

Correct. There will be a small visible judder when using silent teleports in uncapped framerate modes.

 

Many mappers funnel the player into a narrow or dark space so visual inputs are limited during the jump, which can minimize the effect and make it less or unnoticeable.

Edited by JadingTsunami

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It should work, I've used it before (even though it was only in an unfinished test map with spiral stairs) and it seemed seamless.

 

What the heck are those red lines? Those don't look at all like valid lines. Not only are they crossing the boundary of sectors without intersecting them, but it looks like they start in one sector, cross over void, then enter another sector and end. None of that is correct.

 

Free-floating lines should be entirely enclosed in a sector, and - in the Doom engine at least - I don't think they can cross the borders of sectors without intersecting them. If those are your actual lines, I'm more surprised they work at all, never mind "looking a little glitchy."

Edited by Stabbey

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47 minutes ago, Stabbey said:

What the heck are those red lines? Those don't look at all like valid lines. Not only are they crossing the boundary of sectors without intersecting them, but it looks like they start in one sector, cross over void, then enter another sector and end. None of that is correct.

Well, maybe I chose a bad example to prove my point. I'm aware this is "ilegal", it's a hack I use when I need a single linedef action to span across several sectors. Never had problems with it in vanilla/limit-removing format, but maybe that's causing the weird "bump" in this particular case.

 

That does not detract from the fact that even with the simplest possible setup, the teleportation is definitely not seamless. I created this very simple sample map to show what I mean. You can very clearly see when the player teleports:

 

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2 minutes ago, Fernito said:

That does not detract from the fact that even with the simplest possible setup, the teleportation is definitely not seamless. I created this very simple sample map to show what I mean. You can very clearly see when the player teleports:

 

IMO, that transition was practically invisible, you have to really concentrate to notice it at all. I wouldn't worry too much about getting it "perfect."

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I swear I'm not trying to antogonize you, but for me it's quite evident, even if I'm not fully concentrated trying to catch it :( It really breaks the immersion for me.

 

I wonder if it's frame interpolation issue when you're running it in a modern port at more than the original 35 FPS. Maybe there's just no way around it :/

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13 hours ago, JadingTsunami said:

 

Correct. There will be a small visible judder when using silent teleports in uncapped framerate modes.

 

Many mappers funnel the player into a narrow or dark space so visual inputs are limited during the jump, which can minimize the effect and make it less or unnoticeable.

 

I see, makes sense. Thanks for the info, I'll take it into account.

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