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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Mon May 24, 2010 10:22 am Post subject: Misbehaving Carry sector effects |
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Was just recently working on somebody else's CTF map which had a conveyor in the base. It used the generalised effect 'Carry East Med. Fast' (effect 228) which makes the floor of the sector scroll and also moves the player along in the same direction.
It was only when I came to mirror the base I was left scratching my head because 'Carry West Med. Fast' (effect 243) did not do the same thing. The player was carried, but the floor didn't scroll. Then I actually thought about it and realised I should be using a scroll effect rather than a carry, and that it was the original effect that was bugged.
Made a demo map to show this, it seems only the Easterly effects are bugged:
225 - Carry East Slow
226 - Carry East Med. Slow
227 - Carry East Medium
228 - Carry East Med. Fast
229 - Carry East Fast
(The effects for all the other directions correctly leave the floor static)
http://zdr.nukelol.com/carrydemo.wad
The fact that the bug is also still present in both ST and Zdoom indicates how high priority it is to fix I think. But equally it doesn't seem like something that'd take long to rectify. |
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BestOfTheWorst Unstoppable!
Joined: 02 Jun 2006
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Posted: Mon May 24, 2010 12:53 pm Post subject: |
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This inconsistent behaviour had bugged me earlier too,
but..after looking more into it, I discovered that this is actually vanilla heretic behaviour. Thats probably why it hasn't been 'fixed' in ZDoom.
I converted your example map to heretic: herescrl.wad you can try it out in HERETIC.EXE or chocolate-heretic if you want to check out the vanilla behaviour.
Rather than keeping the vanilla behaviour, If this were to be made more consistent with the other scroll/carry effects.. with it only being visual, I wonder how much a such change could change the look/feel of some heretic maps?
EDIT:
here is the original source code for rendering the sector effects:
Code: | switch(pl->special)
{
case 25: case 26: case 27: case 28: case 29: // Scroll_North
ds_source = tempSource;
break;
case 20: case 21: case 22: case 23: case 24: // Scroll_East
ds_source = tempSource+((63-((leveltime>>1)&63))<<
(pl->special-20)&63);
//ds_source = tempSource+((leveltime>>1)&63);
break;
case 30: case 31: case 32: case 33: case 34: // Scroll_South
ds_source = tempSource;
break;
case 35: case 36: case 37: case 38: case 39: // Scroll_West
ds_source = tempSource;
break;
case 4: // Scroll_EastLavaDamage
ds_source = tempSource+(((63-((leveltime>>1)&63))<<3)&63);
break;
default:
ds_source = tempSource; | As you can see, it's clearly coded differently for the east scrollers, so likely a design choice instead of a bug.. Maybe raven just liked eastern stuff more, and decided to give it a little more than just a carrying effect.
..so its probably better off not changing it, and instead you could use Scroll_Floor and Scroll_Ceiling, which'll give you all the choices you could ever want |
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TheCupboard Generic Title
Joined: 25 Feb 2007 Location: USA
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Posted: Tue May 25, 2010 8:55 pm Post subject: |
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Oofhh, yeah I can also confirm this. I had a similar problem with a Heretic map I made when I was using currents. From the looks of it, I decided to make do with an east blowing wind sector effect. |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Thu May 27, 2010 1:06 am Post subject: |
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Thanks for the info Worst!
What a stupid fucking thing for them to hardcode
It's about as useful as the limitation on the firemaces.
But wait, no, this sucks waaaaay more because it's rubbing off on all the other IWADs! Surely to be fair then it should only have that behaviour if the game is Heretic?
(Not that I see any problem with removing it altogether) |
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