Slope, ACS and Sector Index issues

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Guardsoul
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RE: Slope, ACS and Sector Index issues

#21

Post by Guardsoul » Wed Apr 30, 2014 8:27 pm

The only way I see you can make the roof of your house without OpenGL is using the portals as Vicent has already pointed out but be careful because if portals arent set up properly you will have massive glitches all over the roof and the sky. I think I have a small portal example somewhere, give me a couple of minutes to find it.

EDIT: Here we go: https://www.mediafire.com/?hwbh6u3kfoiesxx For some reason that I dont know, the portal cannot be seen in Zandronum software mode but it works fine in OpenGL and both ZDoom and GZDoom. I´ll submit a ticket just to see if this can be fixed later on.
Last edited by Guardsoul on Wed Apr 30, 2014 8:44 pm, edited 1 time in total.
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RE: Slope, ACS and Sector Index issues

#22

Post by ZZYZX » Wed Apr 30, 2014 9:17 pm

I think they've changed how the portals are handled from 2.3.x/2.4.x/2.5.x (whatever Zandronum's codebase is now?) to current version. I've had some portals that never worked in Zandronum software but worked in Zandronum OpenGL, ZDoom software and GZDoom OpenGL. Mostly horizontal portals (i.e.: sloped ceiling lowered to the floor, in the second sector sloped floor raised to the ceiling, +some tricks to make moving between those possible).
Last edited by ZZYZX on Wed Apr 30, 2014 9:18 pm, edited 1 time in total.

Rcj8993
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RE: Slope, ACS and Sector Index issues

#23

Post by Rcj8993 » Thu May 01, 2014 1:23 am

Hey thanks for trying tho...

EDIT:
got the script working
Last edited by Rcj8993 on Thu May 01, 2014 2:09 am, edited 1 time in total.

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RE: Slope, ACS and Sector Index issues

#24

Post by Vincent(PDP) » Thu May 01, 2014 1:26 pm

Rcj8993 wrote:
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,
Use Audacity. Import them and then export them as .ogg, in the export menu, press the button called "Settings" or "Options". Then set the slider to like 2 or 3.
Last edited by Vincent(PDP) on Thu May 01, 2014 1:27 pm, edited 1 time in total.
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RE: Slope, ACS and Sector Index issues

#25

Post by Rcj8993 » Thu May 01, 2014 3:57 pm

I made a batch file to auto open my mod,
how do I get it to open as Ultimate Doom automatically?
Last edited by Rcj8993 on Thu May 01, 2014 4:00 pm, edited 1 time in total.

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RE: Slope, ACS and Sector Index issues

#26

Post by Lollipop » Thu May 01, 2014 7:56 pm

I am not quite sure with zandronum, but zdoom read through the files and see if there is a lump that is named "map01" and such, and if the match happens it knows that is the IWAD it is using. Dunno if this is really the information you need, but now you know at least :P

I suggest using doomseeker singleplayer option though.
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GalactusToday at 1:07 PM
are you getting uncomfortable jap
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RE: Slope, ACS and Sector Index issues

#27

Post by Rcj8993 » Thu May 01, 2014 7:59 pm

Code: Select all

zandronum.exe -file Doom2.wad Doom.wad Capstone_Levels.wad
well this is the batch, it loads the load order, but I don't know how id add the selection of play as ultimate doom into this...

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RE: Slope, ACS and Sector Index issues

#28

Post by IdeIdoom » Thu May 01, 2014 8:04 pm

Uhh, why do you load Doom2 as well if it's only for UltimateDoom ?
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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RE: Slope, ACS and Sector Index issues

#29

Post by Rcj8993 » Thu May 01, 2014 8:06 pm

I want the monsters

figured it out

Code: Select all

zandronum.exe -file Doom2.wad Doom.wad Capstone_Levels.wad -iwad Doom.wad

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RE: Slope, ACS and Sector Index issues

#30

Post by Rcj8993 » Sat May 03, 2014 6:21 am

my progress so far E1M8 (second to last level)

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RE: Slope, ACS and Sector Index issues

#31

Post by Rcj8993 » Sun May 04, 2014 4:19 pm

IS it possible to slope with transfer heights?
im making a sewer runoff but the water wont slant...

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RE: Slope, ACS and Sector Index issues

#32

Post by Guardsoul » Sun May 04, 2014 5:53 pm

Nope, that isnt possible. The only way to do that its with a 3D sloped floor.
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RE: Slope, ACS and Sector Index issues

#33

Post by Vincent(PDP) » Sun May 04, 2014 11:41 pm

I've made slopes with Transfer Heights... But they won't be solid then.

Check it out on my WAD, it's in a kinda round room with lava floor on map02:
http://www.mydoomsite.com/WADS/Laboratory.wad
//Visual Vincent ( Vincent (PDP) )
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My projects:
Spoiler: (Open)
Doom Writer
Escape From The Laboratory - Done
Escape From The Laboratory Part 2
Parkskolan Zombie Horde Map (ZM10) - Done
In game Admin Commands for Zandronum.
Achievement Mod for Zandronum
Stats mod

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RE: Slope, ACS and Sector Index issues

#34

Post by Rcj8993 » Mon May 05, 2014 1:31 am

thanks, also
lost souls that are placed in or above swimmable water are invisible over the water and can only be seen under that water....
anyway to fix this?
Last edited by Rcj8993 on Mon May 05, 2014 7:41 am, edited 1 time in total.

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RE: Slope, ACS and Sector Index issues

#35

Post by Rcj8993 » Mon May 05, 2014 7:05 pm

having an issue with 3D sloped floor...
D15A4A1A is what I want the mid texture to be
but its not working, but it worked for transfer heights.
ADDITIONALLY, I don't get any underwater reverb anymore.....
and I move faster underwater than I do on land...

EDIT:
by making the sector effected by transfer heights as well as 3dslopedfloor, I have re enabled the reverb BUT I cant get the
texture to show up when you go under water....
everything is clear as day under there....
Last edited by Rcj8993 on Mon May 05, 2014 7:18 pm, edited 1 time in total.

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RE: Slope, ACS and Sector Index issues

#36

Post by Lollipop » Mon May 05, 2014 7:29 pm

if you use UDMF format there should be some things in the custom tab, when you edit the dummy sector, don't quite remember what format you are using and I'm short on time ATM.
Try some different things and read some documentation on different underwater effects on the zdoom wiki.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

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RE: Slope, ACS and Sector Index issues

#37

Post by Rcj8993 » Mon May 05, 2014 7:33 pm

Imageim using zdoom doom as hexen.
and reading the wiki doesn't tell me anything, it just says the only difference between 3d floor and transfer heights is that 3d floor has added transparentcy
Last edited by Rcj8993 on Mon May 05, 2014 8:37 pm, edited 1 time in total.

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RE: Slope, ACS and Sector Index issues

#38

Post by Rcj8993 » Tue May 06, 2014 4:02 am

ok, still haven't figured out that blend issue....

BUT ive finally figured out how to do the roof,
Slope vertex floor
http://i.imgur.com/ZFVdCuI.jpg this is the issue im having now,
not all of the triangular sectors are effected by the Slope vertex floor.....
what do?
also water cant go over slope vertex floors...

and IDK how to eliminate these errors about double defined resources.......
Last edited by Rcj8993 on Tue May 06, 2014 7:11 am, edited 1 time in total.

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RE: Slope, ACS and Sector Index issues

#39

Post by Rcj8993 » Tue May 06, 2014 5:31 pm

Code: Select all

Flat lump 'PNAMES' data format could not be read. Does this lump contain valid picture data at all?
Flat lump 'TEXTURE2' data format could not be read. Does this lump contain valid picture data at all?
Flat lump 'SCRIPTS' data format could not be read. Does this lump contain valid picture data at all?
Flat "F_SKY4" is double defined in resource "C:\Users\Susan\Downloads\Capstone_Levels.wad".
Flat "F_SKY3" is double defined in resource "C:\Users\Susan\Downloads\Capstone_Levels.wad".
Flat "F_SKY2" is double defined in resource "C:\Users\Susan\Downloads\Capstone_Levels.wad".
Flat "F_SKY1" is double defined in resource "C:\Users\Susan\Downloads\Capstone_Levels.wad".
Flat "F_OLDWOD" is double defined in resource "C:\Users\Susan\Downloads\Capstone_Levels.wad".
Flat "SKY4" is double defined in resource "C:\Users\Susan\Downloads\Capstone_Levels.wad".
Flat "SKY3" is double defined in resource "C:\Users\Susan\Downloads\Capstone_Levels.wad".
Flat "SKY2" is double defined in resource "C:\Users\Susan\Downloads\Capstone_Levels.wad".

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RE: Slope, ACS and Sector Index issues

#40

Post by Rcj8993 » Wed May 07, 2014 8:31 am

how do I make it so that this switch can only be used after a certain criteria is met (NOT KEY RELATED)
(IE the switch pops out from the floor after all the enemies that have been spawned die... and I don't want my players accidently hitting the switch while its under the floor... )
Last edited by Rcj8993 on Wed May 07, 2014 8:32 am, edited 1 time in total.

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