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Reputation: 423 My posts turn threads into gold
Active Posts:
1,242 (0.52 per day)
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Duke Nukem 3D maps & level editing (582 posts)
21-July 11
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User is offline Yesterday, 11:57 PM

My Information

36 years old
March 4, 1981
Male Male

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Posts I've Made

  1. In Topic: Transport Elevators

    17 January 2018 - 08:34 PM

    View PostForge, on 17 January 2018 - 08:28 PM, said:

    It also worked in earlier versions of eduke32
    r2962 & before.

    So is there any way to adjust the eduke32 code, or is everything constructed with 'luck' going to have to be manually fixed in order to use the latest version of this port?

    Forge the luck part came from 3dRealms. Technically the way 3DRealms introduced the Teleporting Elevator it should never have worked. EDuke is making the code more concrete and reliable rather than relying on luck.

    Damn the speed at which Hendricks266 works makes my head spin.
  2. In Topic: Transport Elevators

    17 January 2018 - 08:16 PM

    View PostHank, on 17 January 2018 - 08:12 PM, said:

    Hover over the SE17, and press LSHIFT, and you see the conflict.
    If you read the old FAQs from Bishop, it too suggest to give those sprites a unique tag number.

    If this worked before, lucky you. :P

    Hank that was the first thing I noticed when I was testing this map. However, in this case the elevator conflicting with a switch doesn't appear to have any impact on the crash.

    Now where's the tylenol?
  3. In Topic: Transport Elevators

    17 January 2018 - 07:53 PM

    View PostHank, on 17 January 2018 - 07:51 PM, said:

    yes, at least try it.

    Look, all my maps have elevators, and there are no crashes, since 1999 :P

    No the crash is a result of the floor door connected immediately beside the elevator. There should be a child sector between the door and the elevator. (IMO - Mappers fault). The only way I can think of having a permanent fix in code is to somehow store the initial elevators floor height value instead of searching for a next sector Z-Axis. But then again who knows what else that might screw up with people exploiting the elevator to offer 3 different floors. I think it would just be much easier to have the mapper add an extra sector between the door and the elevator.
  4. In Topic: Transport Elevators

    17 January 2018 - 07:17 PM

    View PostForge, on 17 January 2018 - 07:09 PM, said:

    I'm using r6581 for everyday use. (which has the same problem as what I stated in the op)

    This is a bug report thread, not a plea for being told to downgrade.

    Okay, if you actually play the map then yes I see the problem. I was working with the wrong teleporting elevator in the map at first because I didn't see the coordinates error message on eduke launch as I was looking and testing the wrong elevators in my sandbox.

    Now onto the problem:

    I suspect it has to do with the lower elevators neighboring floor door sector. The elevator must calculate the lower sector based on the adjacent sector floor height. Since that neighboring sector is a floor door that sectors floor height becomes dynamic and as a result the elevator can't calculate rock bottom and probably why the elevator is crashing .
  5. In Topic: Transport Elevators

    17 January 2018 - 07:05 PM

    View PostForge, on 17 January 2018 - 07:00 PM, said:

    map's broke.
    worked before.
    doesn't work now.
    That means there are other pre-2012 maps & TCs that could be broke as well.

    Forge update your Eduke to r3013 and try again. I seem to recall this problem back in the day. So are you posting this so they can go back to that version to patch it like r3013? I don't understand?


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