Floor Demo 2
Floor Demo 2
First revision of moving 3D floors. The change is that they're now proper 3D.
=========================================================================== Advanced engine needed : ZDoom 2.6.1 or GZDoom 1.7.0 Primary purpose : Technical demo of 3D moving floors =========================================================================== Title : Floor Demo 2 Filename : FLORDMO2.WAD Release date : January 22, 2013 Author : Ethan Watson aka GooberMan Email Address : <email removed> Other Files By Author : Doom - The Arcade Game Space Station Omega Misc. Author Info : But Goober!? Why are you making Doom maps again? Description : First revision of moving 3D floors. The change is that they're now proper 3D. Additional Credits to : The entire internet. You earned it. =========================================================================== * Play Information * Executable needed : ZDoom 2.6.1 or GZDoom 1.7.0 IWAD Needed : DOOM2.WAD Map # : MAP01 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : No, but no reason why not with some starts Other game styles : No Difficulty Settings : No New Graphics : No New Sounds : No New Demos : No DEH Patch : No * Construction * Base : FLOORDMO.WAD Build Time : An hour. Tool(s) used : Doom Builder 2. Known Bugs : More like known limitations. Will Not Run With... : Alan Wake * General info * So I solved the walking under it problem. Not by using bridge things. No, that would remove the arbitrary nature of polyobjects. I got to thinking - if the polyobject I was using was just transferring sector heights, what would happen if I applied a 3D floor to the polyobject control sector? The answer was that SHIT WOULD JUST WORK! You can now walk over and under the walking floors. I've cleaned the scripts up a tiny bit, and applied the texture offsetting I was talking about. The polyobject's control sector height no longer changes one bit, however the 3D floor applied to it does. Textures are offset to match that 3D floor. However, the linedef method is now starting to show its horrible flaws. Namely, if a polyobject moves and an actor crosses above/below it while standing still it doesn't trigger the line crossed behaviour. Not that anyone's had to care about such things before. LIMITATIONS * Things get screwy if your polyobject goes below the normal floor. * Rotational friction is not currently supported. There is no GetPolyobjAngle to compare against. * I'm disabling view bob when setting the velocity. I quite simply haven't checked if leaving it enabled will bob your view as the platform moves. * It is possible to desynchronise the floor by standing still. THE WAY FORWARD FROM HERE * See if we can't get a flat rendering over that 3D floor. Transfer_Heights trickery? Non-solid 3D floor trickery? * Get "Actor hits floor" working on that polyobject. Or compeltely rewrite my hop on/hop off logic. =========================================================================== * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse as long as they give credit to me. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact.