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Slope, ACS and Sector Index issues
Posted: Tue Apr 15, 2014 9:31 pm
by Rcj8993
im having some issues with this
Im using Doom Builder as Zdoom (Doom as Hexen)
and im having a lot of issues
I cant make more than 25 sectors,
if I try to make a 26 sector it just reverts it back to " " (ie blank in the sector field)
is it possible to make stairs and guard rails without taking up a lot of sectors? or is there something I can do to extend the sector index limit?
Because of this, I had to make this door the same sector, so when you open one, both permanently stays open...
and im having issues with slopes
im trying to have a sloped roof on this building in my mod
and well... it isn't going well at all...
I cant even get it right
also I need a overhang on the roof but IDK, im a bit stuck and I don't think I can conceive of a way to do it.

im trying to make it look like this ^ (rendered in Autodesk Revit)
but im not sure of what to do...
I ended up deleting the roof lines to allow more objects as ive nearly maxed out my sector index on map one and 2

and this is what its looking like in 3D in Doom Builder
I don't have a picture of what it looked like when I tried the roof, but... it really looked like a garbled mess, and ive looked at the Slopes.wad and read up on the zdoom wiki
but I cant figure out any of these...
ADDITIONALLY, im having issues with ACS, im trying to use APROP_Waterlevel but its giving me errors
Code: Select all
#include "zcommon.acs"
script 1 Enter
{
//Makes the waterlevel Waist Deep
//For use with Transfer_Height
SetActorProperty(4, Aprop_Waterlevel, 2);
}
ERROR: Aprop_Waterlevel identifier has not been declared | SCRIPTS (Line 5)
Solved the issue myself
Code: Select all
#include "zcommon.acs"
script 1 Enter
{
//Makes the waterlevel Waist Deep
//For use with Transfer_Height
SetActorProperty (4, "APROP_Waterlevel", 2);
}
RE: Slope and Sector Index issues
Posted: Wed Apr 16, 2014 12:33 am
by Vincent(PDP)
Have you tried reinstalling Doom Builder?
RE: Slope, ACS and Sector Index issues
Posted: Wed Apr 16, 2014 12:46 am
by Rcj8993
im not sure that is the issue, but I will try updating Doom Builder 2.
I noticed if I draw sectors that aren't in the map, it forces more sectors (one at a time)
and I have to then delete them after I use them to make more sectors for stuff.
EDIT: added info about an ACS issue I am having
EDIT2:solved the ACS ISSUE
how would I make it so that when I use Transfer_height to not say im underwater when im above the waters surface?
EDIT 3
still looking for help with instruction on how to use slopes to create a Roof.
RE: Slope, ACS and Sector Index issues
Posted: Wed Apr 16, 2014 9:33 am
by Vincent(PDP)
I think the APROP_WaterLevel is a ReadOnly value. So you can't really define it. Here's a tutorial on how you use Transfer_Heights:
http://m.youtube.com/watch?v=h08fnGRa40Y
To fix the roof you either gotta use 3D floors or use sector portals.
Btw are you sure you're using a legit version of Doom Builder?
RE: Slope, ACS and Sector Index issues
Posted: Wed Apr 16, 2014 11:05 am
by Dusk
Rcj8993 wrote:
Code: Select all
#include "zcommon.acs"
script 1 Enter
{
//Makes the waterlevel Waist Deep
//For use with Transfer_Height
SetActorProperty (4, "APROP_Waterlevel", 2);
}
That is so
wrong on so many levels.
- APROP_WaterLevel is an identifier, not a string. Putting it as a string here doesn't solve anything. It's a flaw in acc that this doesn't throw an error in your face. You're supposed to use it without quotes.
- Zandronum simply doesn't support APROP_WaterLevel. If you're using a Zandronum-specific zdefs.acs then of course you can't use it.
- As was already said, APROP_WaterLevel is a read-only variable in ZDoom so you can't really set it to begin with anyway. Even if you could it'd be reset by the game engine the next tic anyway. What were you expecting?
- And further.. why are you setting it in an enter script.. on some actor with tid 4... what?
If you want to make a water pool with Transfer_Heights, the
correct way to do so is to place a
WaterZone actor inside the control sector.
RE: Slope, ACS and Sector Index issues
Posted: Wed Apr 16, 2014 3:15 pm
by Rcj8993
Dusk wrote:
Rcj8993 wrote:
Code: Select all
#include "zcommon.acs"
script 1 Enter
{
//Makes the waterlevel Waist Deep
//For use with Transfer_Height
SetActorProperty (4, "APROP_Waterlevel", 2);
}
That is so
wrong on so many levels.
- APROP_WaterLevel is an identifier, not a string. Putting it as a string here doesn't solve anything. It's a flaw in acc that this doesn't throw an error in your face. You're supposed to use it without quotes.
- Zandronum simply doesn't support APROP_WaterLevel. If you're using a Zandronum-specific zdefs.acs then of course you can't use it.
- As was already said, APROP_WaterLevel is a read-only variable in ZDoom so you can't really set it to begin with anyway. Even if you could it'd be reset by the game engine the next tic anyway. What were you expecting?
- And further.. why are you setting it in an enter script.. on some actor with tid 4... what?
If you want to make a water pool with Transfer_Heights, the
correct way to do so is to place a
WaterZone actor inside the control sector.
will that remove the anti Gravity around the pool?
RE: Slope, ACS and Sector Index issues
Posted: Thu Apr 17, 2014 7:59 pm
by Lollipop
1. reinstall Doom Builder
2. if above do not work, try GZDoom Builder
3. use deep water effect instead of some hacks ACS, built in functions ALWAYS WORK BETTER. (nearly)
and vincent I have never heard about illegal Doom Builder, where do you have that from?
Now about anti-gravity I have no idea what evil sorcery you have driven on your map, but judging from what you have shown us, I think that it is the issue in some way or another. (wierd inputs give wierd outputs)
RE: Slope, ACS and Sector Index issues
Posted: Thu Apr 17, 2014 8:11 pm
by Rcj8993
when i go into the water in the pool, i slowly drop into the water and slowly fall to the ground.
if i look down and hit backwards, i fly up, if i look up and hit forward i fly up. this only happens in the sector, and IDK how to use the deep water thing item to create the illusion of water surface and under AND have a swimmable sector.
ill try to upload my wad when i get home to show you what i mean.
RE: Slope, ACS and Sector Index issues
Posted: Thu Apr 17, 2014 8:18 pm
by Guardsoul
Try it with non-solid 3D floors and set it to be able to swim inside it.
RE: Slope, ACS and Sector Index issues
Posted: Thu Apr 17, 2014 8:43 pm
by Rcj8993
Guardsoul wrote:
Try it with non-solid 3D floors and set it to be able to swim inside it.
i believe thats what i did with Transfer_Heights
is it possible to make it so i can fall in and then the water physics happen? instead of the slow falling in and continuing the slow fall till i hit the bottom of the pool?
i have it set so the pool water is below the edge of the pool, the screen turns Translucent Aqua Blue under the water.
the pool is only waist deep tho
RE: Slope, ACS and Sector Index issues
Posted: Tue Apr 22, 2014 5:35 pm
by Rcj8993
Hey im sorry it took so long to upload this,
the pool is on the second level
the roof is on the 1st level
but I had to remove it to test around with the level a bit,
and I don't have a copy of it with the roof, all I know is that the roof would have random slope directions and not even be the height I wanted them to be, and there was quite a bit of Mirror effect.
this is a Doom 1 Mod for episode 1
http://www.mediafire.com/download/z7quu ... Levels.zip
RE: Slope, ACS and Sector Index issues
Posted: Wed Apr 30, 2014 4:09 pm
by Rcj8993
yeah I tried it again to do the slopes on the roof, but the issue is, they are all of random heights,
am I to use only one "Thing" for slope-floor-to-here?
also if someone can download my mod and tell me what lines I should do, and if its possible to add an overhang, especially over the little cut away on the second floor, that would be great,
I only have 5 weeks to finish my project.
RE: Slope, ACS and Sector Index issues
Posted: Wed Apr 30, 2014 4:33 pm
by Lollipop
The first thing that confuse me about your post is that you got a timecap on your project?
Now for the overhang thing, the best advice I have for you would be to contact Guardsoul on this forum.
I recommend the PM should look something like this:
"Hi.
Lollipop told me to ask you about how you make the roofs of your buildings, as I am in need of something that works in a similar way.
If you can explain it in an easy way then please do so, else please direct me to a tutorial on the subject.
Thanks in advance
-Rcj8993"
If he had paid attention to this thread, he would have provided you with help (I think do at least), that is why I suggest sending a PM requesting help directly.
RE: Slope, ACS and Sector Index issues
Posted: Wed Apr 30, 2014 4:40 pm
by Rcj8993
this is for a school project.
Guard soul just helped me make swimmable areas... not slopes
RE: Slope, ACS and Sector Index issues
Posted: Wed Apr 30, 2014 4:44 pm
by IdeIdoom
Sloped 3d Floors, but they will be seen only in OGL.
I can try to make it look something like that.
EDIT: And then I give up since a lot of sectors needed for the god damn 3d floors and HEXEN FORMAT WHICH PISSES ME OFF AND AUSFASGJN
..... Sorry there.
RE: Slope, ACS and Sector Index issues
Posted: Wed Apr 30, 2014 5:57 pm
by Vincent(PDP)
Rcj8993 wrote:
yeah I tried it again to do the slopes on the roof, but the issue is, they are all of random heights,
am I to use only one "Thing" for slope-floor-to-here?
also if someone can download my mod and tell me what lines I should do, and if its possible to add an overhang, especially over the little cut away on the second floor, that would be great,
I only have 5 weeks to finish my project.
Use Sector Portals if you don't want to use 3D floors.
http://zdoom.org/wiki/Stacked_sectors
And dude... Compress your music more. It takes 82 MB of the WAD's 85 MB.
RE: Slope, ACS and Sector Index issues
Posted: Wed Apr 30, 2014 6:11 pm
by Rcj8993
IdeIdoom wrote:
god damn 3d floors and HEXEN FORMAT WHICH PISSES ME OFF
only using the hexen format so that I can use things like the slopes.
Vincent(PDP) wrote:
And dude... Compress your music more. It takes 82 MB of the WAD's 85 MB.
how do I do that?
I kinda don't want too much loss of quality,
RE: Slope, ACS and Sector Index issues
Posted: Wed Apr 30, 2014 6:22 pm
by IdeIdoom
Uhh, UDMF is Hexen but better, IMHO. That's why I regurally use it on my maps because it removes inconvenience and it's more comfortable.
And yes, it has slopes. And many more things...
RE: Slope, ACS and Sector Index issues
Posted: Wed Apr 30, 2014 6:26 pm
by Rcj8993
IdeIdoom wrote:
Uhh, UDMF is Hexen but better, IMHO. That's why I regurally use it on my maps because it removes inconvenience and it's more comfortable.
And yes, it has slopes. And many more things...
is it easier?
and what resources do I need?
and can I just switch over?
does zandronum even support it?
I used stacked sectors and well I got a lot of mirroring and a lot of lower resolution graphics..... >.>
RE: Slope, ACS and Sector Index issues
Posted: Wed Apr 30, 2014 7:12 pm
by IdeIdoom
Yes.
Same as hexen.
You need to copy all of the things from hexen to UDMF.
Yep.