Ack! Brain cannot comprehend new door system!

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Grub
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Ack! Brain cannot comprehend new door system!

Post by Grub »

I suppose I'm just used to the old doom style doors and am a fool when it comes to hexen doors, but for the life of me I can't find out how to make the doors open. I go up to them and hit enter - yet, it does not open. It doesn't even go "Mmph!" to let me know that it's there.

I'm using DoomBuilder.

Can someone help me out here? Thanks.
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Enjay
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Post by Enjay »

I suspect you have set the activation type incorrectly. Unlike standard Doom mode, line actions are not tied to their activation type (W1, WR, S1, SR etc). Each type can be set for any activation and whether it's repeatable or not. I don't use DB, so I don't know where it will be, but somewhere you will find an option to pick which type of activation to have for the line. I suspect your doors are currently set to "walk (ie player crosses line)" when you really want a "use" type of action.
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Post by Grub »

Nah, I've got it in "player use" mode. Any other specific settings that I need?
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Shinjanji
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Post by Shinjanji »

Did you set its arguments? Your door speed might be set at 0.
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Post by Enjay »

Yeah, that's another likely thing. I think the original Doom values are 16 for the slow doors and 64 for the fast "blazing" doors. I thought DB put in default values when you made a line into a door type. Perhaps not.
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Nash
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Post by Nash »

What is Doom editing like?

I never really understand people who keep saying "switching to Hexen mode is difficult" because I was fortunate enough to learn Hexen mode editing right away when I started out (in 2002 I think). I imagine it is immensely different and more difficult than Hexen style maps.

Anyway, sorry to derail this thread. Not to look down on you but do you have the sectors setup correctly to begin with?

Also, it's not possible to make a line or sector into a door. A feature I miss in WadAuthor.
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Post by Enjay »

Nash wrote:What is Doom editing like?
It's pretty straight forward. It's not too different from Hexen-style editing, especially as far as just laying down lines and sectors is concerned. There are less options. eg, You can't just give a line a type and then decide how you want it activated. Activations are tied to the line type. So you get a W1 (walk once) Open door line type, a WR (walk repeat) open door type, S1 (switch once) open door... Also, you can't set things like door speeds or delays - they are all hard coded to the line actions. There are also no tids, thing arguments, z-coordinates etc etc and of course, no scripting. To give you an idea of how the the two compare, look at the DeePsea info panel for one of the Doors on Map01 versus the same Door after conversion to ZdoomHexen mode.

Image

So, there is an additional layer of complexity, from a certain point of view, hence the "it's difficult" comments. But there are difficulties if you look at it the other way too.
Also, it's not possible to make a line or sector into a door. A feature I miss in WadAuthor.
Yeah, DeePsea has that feature too. Just select the sector you want, pick the option and it has its ceiling lowered to its floor, flat20 put on the ceiling, bigdoor2 put on the upper sides, doortrak on the inner walls and unpegged and the line types set appropriately. Obviously you might want to tailor it later (you can also set any of the defaults to something different) but it's a nice, quick way to get a door up and working.
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Nash
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Post by Nash »

Doom-Doom maps look difficult. o_O
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Graf Zahl
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Post by Graf Zahl »

Not really. You don't have z-coordinates, your amount of linedef actions is limited and you can't have thing actions. But aside from that and the lack of ACS it's the same.
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Post by Phobus »

Doom as Doom feels really different to Doom as Hexen for me, but the change wasn't as hard as I thought it would be. Doom as Doom is quite limited compared to Doom as Hexen, but you only notice it after a while spent mapping in both.
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