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Odd Sprite Interactions

User is offline   Forge 

  • Speaker of the Outhouse

#1

This one's probably been around awhile, but is new to me:
In an underwater sector, if Sprite #609 (grate) is oriented floor aligned it will Make Duke fall down to it if swam over. Duke will still be underwater and have scuba gear on, but will act as if above water. (i.e. Jumping and crouching instead of swimming up and down)
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User is offline   Nukey 

#2

View PostForge, on Aug 19 2010, 01:18 PM, said:

This one's probably been around awhile, but is new to me:
In an underwater sector, if Sprite #609 (grate) is oriented floor aligned it will Make Duke fall down to it if swam over. Duke will still be underwater and have scuba gear on, but will act as if above water. (i.e. Jumping and crouching instead of swimming up and down)


Yes, this also works with any blocked and floor-aligned sprite. Duke will still appear to be swimming from a third-person perspective and he'll also still spawn bubbles. I was also unaware of this quirk for quite some time. In fact I only just documented it about a month ago in the previously released version of the InfoSuite.

This post has been edited by Nukey: 20 August 2010 - 01:11 PM

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User is offline   Gambini 

#3

I noticed this more than a decade ago when trying to make a complex underwater area. Pretty shitty if you ask me, but i would not fix it now. We don´t know if there´s any map taking advantage of this.
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User is offline   Forge 

  • Speaker of the Outhouse

#4

I've played alot of maps and I don't recall seeing one that uses this effect on purpose

Note that I've only been mapping for a little over a year so I'm going to come across things that may be common knowledge to more seasoned mappers.
I agree that it's a pretty bad side effect and should be fixed if possible.

This post has been edited by Forge: 19 August 2010 - 06:58 PM

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User is offline   Danukem 

  • Duke Plus Developer

#5

It sounds like the code for detecting whether Duke is on a sprite bridge is lacking a check for whether he is under water. Even if the bug were used intentionally in some map (unlikely, since neither Gambini, Forge nor myself have every seen that, and between us we have played every decent map ever made and a lot of indecent ones) it doesn't sound like something that would make the maps impassable if it were fixed.

So I vote for fixing it.
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User is offline   Shawneth 

#6

Well, you could make a user patch instead of adding it to an officail Eduke32 release, that way there is some map that does take advantage of it, we have the option to fix it. I vote user-made patch.
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#7

There are a couple of maps that use it... I'll poke about and see if I can find which one it was.

I guess it could be an option in EDuke32's menu somewhere.
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User is offline   Shawneth 

#8

Wait, I have this map called FOSS station, I know for sure it uses a space-water trick, I will check.
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User is offline   Danukem 

  • Duke Plus Developer

#9

View Postoporix, on Aug 20 2010, 09:48 AM, said:

Wait, I have this map called FOSS station, I know for sure it uses a space-water trick, I will check.



*groans in pain*

Leave it to Zaxtor to do something weird like that.
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User is offline   Forge 

  • Speaker of the Outhouse

#10

That's fine, but it really limits on how much one can do with underwater sprites.

I'm probably going to leave mine the way it is because it makes more sense aesthetically rather than putting in solid sector steps and scaffolding.
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User is offline   Danukem 

  • Duke Plus Developer

#11

View PostForge, on Aug 21 2010, 09:24 AM, said:

That's fine, but it really limits on how much one can do with underwater sprites.

I'm probably going to leave mine the way it is because it makes more sense aesthetically rather than putting in solid sector steps and scaffolding.


Depending on how it works, you might be able to trick the game into doing what you want. Try placing a second flat sprite on top of the other (about one page up above it). Make the new one non-blocking and invisible (use F8 then set flags to 32801). If only the first flat sprite under the player is checked for, this should make the game think that there is no sprite bridge under the player (until he is right on top of the blocking one).
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User is offline   Forge 

  • Speaker of the Outhouse

#12

View PostDeeperThought, on Aug 21 2010, 10:32 AM, said:

Depending on how it works, you might be able to trick the game into doing what you want. Try placing a second flat sprite on top of the other (about one page up above it). Make the new one non-blocking and invisible (use F8 then set flags to 32801). If only the first flat sprite under the player is checked for, this should make the game think that there is no sprite bridge under the player (until he is right on top of the blocking one).


Didn't work.

(I also tried 32800 which is the unblocked flag). The sprites were visible in-game and even though they were one tick above the original sprites, they didn't change the interaction.
Tried wall aligned sprites with the same effect. They also showed up in game which was rather surprising.

I'm using r1679, so maybe I need to update because, even though they didn't change the interaction, those sprites should not have been visible in game.

edit: nevermind about the update bit. It seems that particular sprite has an "immunity" to having its flag changed beyond position, alignment, and blocking. Used a sprite that was more "pliable" and it didn't work.

This post has been edited by Forge: 21 August 2010 - 10:16 AM

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User is offline   Danukem 

  • Duke Plus Developer

#13

Well, you could make it a DukePlus map using the transparent water effect, then it won't have this problem.
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User is offline   Forge 

  • Speaker of the Outhouse

#14

View PostDeeperThought, on Aug 21 2010, 01:36 PM, said:

Well, you could make it a DukePlus map using the transparent water effect, then it won't have this problem.


That would work if my two first maps were Dukeplus/Attrition compatible, which they aren't cause I suck. :wacko:
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User is offline   Danukem 

  • Duke Plus Developer

#15

I can assure you they are compatible, since both those mods work with all vanilla maps. But I know what you are trying to say.
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