Slope, ACS and Sector Index issues

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Rcj8993
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Slope, ACS and Sector Index issues

#1

Post by Rcj8993 » Tue Apr 15, 2014 9:31 pm

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... :sad:
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.
Image
im trying to make it look like this ^ (rendered in Autodesk Revit)
but im not sure of what to do... :eek:
I ended up deleting the roof lines to allow more objects as ive nearly maxed out my sector index on map one and 2
Image
and this is what its looking like in 3D in Doom Builder
Image

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... :mad:
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);
}
Last edited by Rcj8993 on Wed Apr 16, 2014 1:12 am, edited 1 time in total.
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RE: Slope and Sector Index issues

#2

Post by Vincent(PDP) » Wed Apr 16, 2014 12:33 am

Have you tried reinstalling Doom Builder?
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Rcj8993
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RE: Slope, ACS and Sector Index issues

#3

Post by Rcj8993 » Wed Apr 16, 2014 12:46 am

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.
Last edited by Rcj8993 on Wed Apr 16, 2014 4:40 am, edited 1 time in total.
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RE: Slope, ACS and Sector Index issues

#4

Post by Vincent(PDP) » Wed Apr 16, 2014 9:33 am

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?
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RE: Slope, ACS and Sector Index issues

#5

Post by Dusk » Wed Apr 16, 2014 11:05 am

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.
Last edited by Dusk on Wed Apr 16, 2014 12:22 pm, edited 1 time in total.

Rcj8993
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RE: Slope, ACS and Sector Index issues

#6

Post by Rcj8993 » Wed Apr 16, 2014 3:15 pm

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?
Last edited by Rcj8993 on Wed Apr 16, 2014 3:16 pm, edited 1 time in total.

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RE: Slope, ACS and Sector Index issues

#7

Post by Lollipop » Thu Apr 17, 2014 7:59 pm

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)
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are you getting uncomfortable jap
feeling something happen down there

Rcj8993
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RE: Slope, ACS and Sector Index issues

#8

Post by Rcj8993 » Thu Apr 17, 2014 8:11 pm

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.

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RE: Slope, ACS and Sector Index issues

#9

Post by Guardsoul » Thu Apr 17, 2014 8:18 pm

Try it with non-solid 3D floors and set it to be able to swim inside it.
I dont care about how bad your maps are. Everything can be improved.
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Rcj8993
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RE: Slope, ACS and Sector Index issues

#10

Post by Rcj8993 » Thu Apr 17, 2014 8:43 pm

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

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RE: Slope, ACS and Sector Index issues

#11

Post by Rcj8993 » Tue Apr 22, 2014 5:35 pm

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
Last edited by Rcj8993 on Tue Apr 22, 2014 6:45 pm, edited 1 time in total.
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Rcj8993
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RE: Slope, ACS and Sector Index issues

#12

Post by Rcj8993 » Wed Apr 30, 2014 4:09 pm

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.

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RE: Slope, ACS and Sector Index issues

#13

Post by Lollipop » Wed Apr 30, 2014 4:33 pm

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.
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GalactusToday at 1:07 PM
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Rcj8993
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RE: Slope, ACS and Sector Index issues

#14

Post by Rcj8993 » Wed Apr 30, 2014 4:40 pm

this is for a school project.
Guard soul just helped me make swimmable areas... not slopes

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RE: Slope, ACS and Sector Index issues

#15

Post by IdeIdoom » Wed Apr 30, 2014 4:44 pm

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.
Last edited by IdeIdoom on Wed Apr 30, 2014 5:18 pm, edited 1 time in total.
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Code: Select all

<+Dastan>	edd
<+Dastan>	boxxy skin when
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RE: Slope, ACS and Sector Index issues

#16

Post by Vincent(PDP) » Wed Apr 30, 2014 5:57 pm

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.
Last edited by Vincent(PDP) on Wed Apr 30, 2014 6:06 pm, edited 1 time in total.
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Rcj8993
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RE: Slope, ACS and Sector Index issues

#17

Post by Rcj8993 » Wed Apr 30, 2014 6:11 pm

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,
Last edited by Rcj8993 on Wed Apr 30, 2014 6:16 pm, edited 1 time in total.

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RE: Slope, ACS and Sector Index issues

#18

Post by IdeIdoom » Wed Apr 30, 2014 6:22 pm

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...
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Code: Select all

<+Dastan>	edd
<+Dastan>	boxxy skin when
<+Shift>	dastan you really want to fap at it this much and now you are going crazy and shredding your hair into a million tiny pieces for this boxxy skin to come out that way you can cum out
<+Dastan>	Shift, yes
--------------------------------------------------------------------
21:53:26  <@Estar>	well, if i'd be a girl, i would say ideidoom has ok looks

Rcj8993
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RE: Slope, ACS and Sector Index issues

#19

Post by Rcj8993 » Wed Apr 30, 2014 6:26 pm

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..... >.>
Last edited by Rcj8993 on Wed Apr 30, 2014 6:33 pm, edited 1 time in total.

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RE: Slope, ACS and Sector Index issues

#20

Post by IdeIdoom » Wed Apr 30, 2014 7:12 pm

Yes.
Same as hexen.
You need to copy all of the things from hexen to UDMF.
Yep.
THE ROMANIAN POWERImage

Code: Select all

<+Dastan>	edd
<+Dastan>	boxxy skin when
<+Shift>	dastan you really want to fap at it this much and now you are going crazy and shredding your hair into a million tiny pieces for this boxxy skin to come out that way you can cum out
<+Dastan>	Shift, yes
--------------------------------------------------------------------
21:53:26  <@Estar>	well, if i'd be a girl, i would say ideidoom has ok looks

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