Spaceship pushing player
#1 Posted 23 January 2018 - 12:10 AM
#2 Posted 23 January 2018 - 02:55 PM
Seems like a bad idea to have the ship pass a large sector like that in the middle.
#3 Posted 23 January 2018 - 06:11 PM
#4 Posted 23 January 2018 - 10:48 PM
Well, in that case I'll need to leave it like that, then. But thanks a lot for your input, guys!
#5 Posted 24 January 2018 - 11:08 AM
#6 Posted 24 January 2018 - 11:18 AM
Your ship I must assume that is the 2way train effect.
Yes it pushes player when passes below you but theres a way to eradicate it (codeless way)
But requires TROR trick.
My mod has lots of ST 31 thing such as elevator , powerglove (boss) etc and doesn't pushes the player with it unless player is on it.
So it can pass above you, sectors, sprites etc and wont cause probs.
PS
you can even make multi passing but requires more TROR.
Like my mod has multi 31 ST platform passing over eachothers without causing chaos.
This post has been edited by Zaxtor: 24 January 2018 - 11:38 AM
#7 Posted 24 January 2018 - 12:01 PM
#8 Posted 24 January 2018 - 12:22 PM
Theres a level playthrough I did and it has vids of em.
(more simple)
Move time at 1:28:50s (for the boss that uses the simple ST 31 effect) (at vid below)
So when boss moves you don't get drag around.
Boss uses 2 TROR (3 floors)
1 below, 2 the moving ST 31 and 3 the above boss sector.
So if you add sprites, sectors etc on 1 and 3 they wont be effected by 2.
inside 2 you will see lines of 1 and 3 as "grey"
(more complicated)
Move timer at 58:18 for those elevators that uses ST 31 effects) incase if you wanna do the multi floor thing. (at vid below)
Elevator thing uses like 4 TROR (5 floors).
So if you jump a bit too high you lose grip (as you don't move with elevator)
If (ceiling of TROR) is too low, you can get "crushed" on elevator
This post has been edited by Zaxtor: 24 January 2018 - 12:23 PM
#9 Posted 25 January 2018 - 12:47 AM
#10 Posted 25 January 2018 - 07:02 AM
Btw incase you plan to do so, backup level etc.
#11 Posted 25 January 2018 - 07:29 AM
If you want to try your luck, go right ahead - I have attached the map below. I guess the area is easy to locate if you just look at my screenshot from the first post. In any case, adding TROR would probably break the map with the classic renderer, but it'd be interesting to see it working properly for the first time.
[This map has another glitch which does not make the blue dome underneath the spaceship move along with the rest of the vehicle, causing rendering glitches. So far, the only way to fix that was to remove that sector entirely.]
This post has been edited by NightFright: 25 January 2018 - 07:42 AM
#13 Posted 25 January 2018 - 07:46 AM
8 bit,
32 bit polymost
or
32 bit polymer settings?
#14 Posted 25 January 2018 - 08:04 AM
The spaceship's blue window doesn't move but I know how to fix that issue.
Complicated stuff that "moves" is doable with sectors very close of eachothers inside the ship sector.
Your ship touches the mountain a bit (exits the sector a bit)
Only penalty is the ship's shadow has to be sacrificed in the TROR thing or the shadow will move stuff around if steps on it.
#15 Posted 25 January 2018 - 08:49 AM
I'll send u it.
Only thing you have to do is making mountain little further or playing around with the locators to prevent the ship from slightly entering the walls of the base and mountain.
On floor 1 (floor below ship) you can add sectors, blocks etc and wont be effected nor effecting the ship cus like the pic i shown you will be displayed as grey lines.
http://zaxtor.net/E3l10I.map
This post has been edited by Zaxtor: 25 January 2018 - 08:49 AM
#16 Posted 25 January 2018 - 08:56 AM
And just for completion purposes: Since the map was made in 1998, it is safe to assume it was made with 8-bit in mind. That blue dome not moving with the ship looked really ugly in Polymer, the floor texture of the ship clipped through the whole building since it was tethered to the blue dome thingie...
This post has been edited by NightFright: 25 January 2018 - 08:59 AM
#17 Posted 25 January 2018 - 08:57 AM
Way the base was designed, was easy.
I make sectors, TROR em, join em.
Adjust walls etc.
I lowered the respawn a bit cus was touching the TROR area.
#18 Posted 25 January 2018 - 12:00 PM
if it work, means your ship can have a shadow without moving stuff standing on it
#19 Posted 25 January 2018 - 12:35 PM
All is left is to fix the locators a bit or expand walls a bit so the ship doesnt "collide" with the walls and causing flashes.
Is pretty cool trick.
probably first time ever done, as I know of.
Now is ur part to adjust the Locators issues.
Once locator issues are fixes ship will stop flashing (from touching walls)
version of it
http://zaxtor.net/E3l10II.map
#20 Posted 25 January 2018 - 12:36 PM
This post has been edited by NightFright: 25 January 2018 - 12:39 PM
#21 Posted 25 January 2018 - 12:40 PM
I copy ship shadow, then rise TROR to ceiling of the sector below the sector we're in
Locs are inside sector below but looks inside main sector we walk in
This post has been edited by Zaxtor: 25 January 2018 - 12:53 PM
#22 Posted 26 January 2018 - 02:19 AM
[Fun fact: If you use noclip, the ship is actually pushing you again - but that can be ignored for sure.]
This post has been edited by NightFright: 26 January 2018 - 02:22 AM
#23 Posted 26 January 2018 - 07:17 AM
In polymost mode there may be some home depending TROR.
Simple TROR are usually bug free.
Complicated TROR can have tricks to partially hide slimetrail, hom etc by doing sectors trick.
Or like my spaceship in my mod using codes such as making sectors (you're not in nor see texture into 562 invisible texture) and as soon you return it restores. That fight off slime trails.
polymer works best and virtually bugless.
TROR in dnclip acts funny, they don't load like you walk in the air, inside wrong TROR, as soon you remove dnclip it undo the prob.
np
PS
you fixed the ship entering the walls and base issues?
This post has been edited by Zaxtor: 26 January 2018 - 07:18 AM
#24 Posted 26 January 2018 - 08:01 AM
#25 Posted 26 January 2018 - 08:57 AM
So you can lower the lower sector with the shadow and move the locators cus if you move them when sector is touching ceiling of sector you walk on, it will move the locators to the wrong sector.
Once is fixed you rise it back to the ceiling of the sector below one you walk on
This post has been edited by Zaxtor: 26 January 2018 - 08:58 AM