True Room over Room "A truly 'über' feature for classic and Polymer"
#361 Posted 29 September 2011 - 03:30 AM
polymost and 8-bit is a whiny little bitch that gets reduced to tears from anything and polymer ror knows no limits, polymer is very hard to break
edit : is this possible in anyway shape or form?
This post has been edited by DanM: 29 September 2011 - 03:41 AM
#363 Posted 29 September 2011 - 08:29 AM
#365 Posted 29 September 2011 - 08:48 AM
#366 Posted 29 September 2011 - 08:56 AM
This post has been edited by Colon Semicolon: 29 September 2011 - 10:07 AM
#367 Posted 29 September 2011 - 09:02 AM
DeeperThought, on 28 September 2011 - 09:38 PM, said:
Plagman, on 29 September 2011 - 01:57 AM, said:
No, don't use bit 1<<10. There's a sector[].bunchnum field which you can check for being greater or equal 0. Cstat can be accidentally tampered by the CON code, while .bunchnum accesses the saved-off value. A bit paranoid, I know...
EDIT: sector[].floorbunchnum/.ceilingbunchnum, of course...
#368 Posted 29 September 2011 - 09:09 AM
Fox, on 28 September 2011 - 04:52 PM, said:
Otherwise it's nearby impossible to work, since my brain lacks processing power to work with multiple RORs in ortogonal view.
Have you tried the various Ctrl-A (gray out plain sectors) and Ctrl-Alt-A (don't display gray sectors) combinations?
DanM, on 28 September 2011 - 07:56 PM, said:
and the squish code, that mite have to be modified to not squish when going between some TROR portals or is that just something that cant be helped?
Dissect?! Never heard of such a thing working in Mapster. I think it might have been some experimental code by TX at some stage, though.
edit: about the squish, can you PM me a part of a map that clearly shows this behaviour?
DanM, on 29 September 2011 - 03:30 AM, said:
Only one way to find out. My prediction: classic will underdraw ("HOM"), Polymer will overdraw.
#369 Posted 29 September 2011 - 09:19 AM
Helixhorned, on 29 September 2011 - 09:02 AM, said:
Now I'm confused. I already tried using Plagman's suggestion and it seems to work fine. I am using "ifvarand sector[THISACTOR].floorstat 1024".
If I try "ifvarg sector[THISACTOR].bunchnum -1" I get a compiler error.
#371 Posted 29 September 2011 - 09:24 AM
Helixhorned, on 29 September 2011 - 09:20 AM, said:
Still won't compile
ifvarg sector[THISACTOR].floorbunchnum -1
error: symbol `floorbunchnum' is not recognized.
#372 Posted 29 September 2011 - 09:29 AM
ill put together a map tommoro, to drunkerered now
i will have to check out this area 52
This post has been edited by DanM: 29 September 2011 - 09:30 AM
#373 Posted 29 September 2011 - 02:42 PM
#374 Posted 29 September 2011 - 04:10 PM
DavoX, on 29 September 2011 - 03:19 AM, said:
That was what TX's SE-based ROR was and there's no reason to use that over TROR.
DanM, on 29 September 2011 - 03:30 AM, said:
DanM, on 29 September 2011 - 08:29 AM, said:
Look at Tier Drops, all the four central rooms share the same space and are connected by a hallway that goes around. It should be possible and work fine in all three render modes; you just need to make sure that you split the sectors correctly. That worked in classic DOS Duke, there's no need for TROR or anything.
#375 Posted 30 September 2011 - 02:16 AM
DeeperThought, on 29 September 2011 - 09:24 AM, said:
ifvarg sector[THISACTOR].floorbunchnum -1
error: symbol `floorbunchnum' is not recognized.
Ah, sorry! It's "floorbunch" and "ceilingbunch", without the "num". That's what you get when posting in a hurry.
Drek, on 29 September 2011 - 02:42 PM, said:
They should work independently, but this hasn't been tested at all. One thing is pretty clear already, though: the clipping is only active for the sector the sprite is contained in, and doesn't extend to its vertical neighbors, regardless of whether it's done with the usual clipping box or a clip shape.
About "interesting" geometry in BUILD: keep in mind that it's an error for a sector to intersect itself. Functions like inside() will get confused and you'll get stuck in the doubly-covered part, for example. Thus, when volumes intersect each other, there should be separate sectors.
#376 Posted 30 September 2011 - 06:33 AM
#377 Posted 30 September 2011 - 08:13 AM
Helixhorned, on 30 September 2011 - 02:16 AM, said:
Yep, that's exactly what I was referring to by "splitting sectors correctly". In addition of sectors intersecting themselves, you also never want to see part of a sector that intersects another sector you're also seeing (so you have to split around the corners and so on). Assuming you do that, all kinds of cool impossible geometry should be doable without gameplay or rendering errors.
#378 Posted 30 September 2011 - 05:00 PM
Helixhorned, on 30 September 2011 - 02:16 AM, said:
That's similar to this situation as well, if a model extends outside of a TROR sector it disappears when you can't see the "parent" sector. Anyways you probably knew that, as I am posting I guess it's a build issue more than TROR.
I made a working clipshape bridge over TROR water.
#379 Posted 30 September 2011 - 06:09 PM
Plagman, on 30 September 2011 - 08:13 AM, said:
polymer sorta of does that hallway right, and then you add lights and its fubar, flickering floors and shit.
#380 Posted 30 September 2011 - 06:11 PM
DanM, on 30 September 2011 - 06:09 PM, said:
Are the lights fucked up in mapster, or only in game?
#381 Posted 30 September 2011 - 06:28 PM
#382 Posted 30 September 2011 - 09:37 PM
#383 Posted 01 October 2011 - 06:51 PM
#384 Posted 03 October 2011 - 12:17 PM
Plagman, on 29 September 2011 - 04:10 PM, said:
Actually there is one: You don't have to worry about overlapping lines, sectors, or making layers or anything, because those are separate sectors that don't overlap in 2D mode
I know it looks and sounds better from a programmer's point of view, but it's almost a nightmare for a level designer.
#385 Posted 03 October 2011 - 03:55 PM
Plagman, on 29 September 2011 - 04:10 PM, said:
Also, retrofitting.
#386 Posted 03 October 2011 - 04:13 PM
Helixhorned, on 28 September 2011 - 12:43 PM, said:
Perhaps when you find some time, could you program a special case or two? The method you suggested isn't really practical for more complicated TROR or areas that are almost finished, not to mention it takes a lot of time to do.
DavoX, on 03 October 2011 - 12:17 PM, said:
I know it looks and sounds better from a programmer's point of view, but it's almost a nightmare for a level designer.
But don't forget that you can build areas separately, as though you were making them for an SE based ROR system, and then join them using the join tool at the last minute to make TROR. It's actually surprisingly easy to do as the function does all the moving and joining work for you.
#387 Posted 04 October 2011 - 03:41 PM
#388 Posted 05 October 2011 - 06:07 AM
Micky C, on 03 October 2011 - 04:13 PM, said:
But don't forget that you can build areas separately, as though you were making them for an SE based ROR system, and then join them using the join tool at the last minute to make TROR. It's actually surprisingly easy to do as the function does all the moving and joining work for you.
Let me guess... you can't unjoin the sectors if you want to modify it agan comfortably, right?