Gordonkris (aka Megavirk) Posted March 19 Hi everyone! So I seem to have a problem with the Doom builder. I don't know if this is a well known problem. You see, most of the doors I included so far work perfectly fine. However, at other times, they don't work. Not only do they not work, but sometimes, when I press the Use key, the ceiling collapses! Here's an example, with two screenshots of the Builder and a video. The player starts in front of the door that doesn't work. However, the door right at the end of the corridor works fine. The thing that I really don't understand, is that all the settings seem to be the exact same for both doors and I don't understand what I did wrong. Here's the video (it actually starts at 0:13) Thanks in advance for your help! 0 Quote Share this post Link to post
Stabbey Posted March 19 Your screenshots are so distant that they're hard to read. I can tell that in the first screenshot, both of your door's lines are facing the wrong way. Line orientation is very important in Doom. I recommend reading or skimming these tutorials on the basics: 2 Quote Share this post Link to post
Gordonkris (aka Megavirk) Posted March 19 (edited) Will do. Thanks for the link! Edited March 19 by Gordonkris (aka Megavirk) 0 Quote Share this post Link to post
Aurelius Posted March 19 Firstly, as Stabbey said, your linedefs are pointing inward. For use-activatable things, they should point to the direction the player is going to use them from, which in this case is outward. Using the "Player can use from back side" flag will make the door "work", like in your case, but because you're using tag 0 for the door, GZDoom assumes the door that's supposed to move is on the backside of the activatable line. This will make the sector adjacent to the door move, instead of the door itself. Here's some general recommendations: - Always use tags with anything activatable. This expresses mapper intent better, as in "I want this action to open that door". I know there are people who swear by using tag 0, but the only time I feel it's appropriate is with things that are supposed to affect majority of the sectors in the map (like sky transfers). - Always have activation lines point towards the direction you want them used from. There are exceptions, but for the most part you want this behavior, especially on rudimentary doors. You can flip linedefs using the "F" key in the editor Linedef mode. - Use Door Raise instead of Door Generic. Both are fine, but Door Generic is used to encapsulate Boom generic door behavior, while Door Raise communicates more explicitly what the door actually does (and also separates the lock behavior). 1 Quote Share this post Link to post
Gordonkris (aka Megavirk) Posted April 12 On 3/19/2024 at 1:06 AM, Aurelius said: Firstly, as Stabbey said, your linedefs are pointing inward. For use-activatable things, they should point to the direction the player is going to use them from, which in this case is outward. Using the "Player can use from back side" flag will make the door "work", like in your case, but because you're using tag 0 for the door, GZDoom assumes the door that's supposed to move is on the backside of the activatable line. This will make the sector adjacent to the door move, instead of the door itself. Here's some general recommendations: - Always use tags with anything activatable. This expresses mapper intent better, as in "I want this action to open that door". I know there are people who swear by using tag 0, but the only time I feel it's appropriate is with things that are supposed to affect majority of the sectors in the map (like sky transfers). - Always have activation lines point towards the direction you want them used from. There are exceptions, but for the most part you want this behavior, especially on rudimentary doors. You can flip linedefs using the "F" key in the editor Linedef mode. - Use Door Raise instead of Door Generic. Both are fine, but Door Generic is used to encapsulate Boom generic door behavior, while Door Raise communicates more explicitly what the door actually does (and also separates the lock behavior). Sorry for the late reply! And thanks a lot for the advices! I will put them into practice. 0 Quote Share this post Link to post
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.