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Posted: Fri Apr 04, 2008 21:46
by Graf Zahl
Rex Claussen wrote:I tried the new Script 12, and the linked sectors work as one when blocked, and once I crawl out from under the platform. However, once they are lowered they do not rise again. Pressing the switch a second time simply makes them disappear into the floor.
That's due to the missing tagwait directly after the delay. If the lift is blocked the script waits 5 seconds and tries to move it up but fails because the first movement hasn't finished yet.

One tagwait(202) should be enough.

Posted: Fri Apr 04, 2008 22:03
by Rex Claussen
Graf Zahl wrote:That's due to the missing tagwait directly after the delay. If the lift is blocked the script waits 5 seconds and tries to move it up but fails because the first movement hasn't finished yet.
Ah, yes. I should have seen that. The platform's behavior suggested that there was a 'timing' issue, but it never occurred to me to have a TagWait right after the Delay.

The platform works as intended, thank you.

There's just one issue that I need to work out. Because the platform lowers into a "well", the player can get stuck under the platform if s/he crouches but does not immediately move out from under the platform. That's because crouching causes the platform to lower further, and that leaves insufficient room for the player to step out from the well.

I can solve this problem in one of 4 ways:

1. Get rid of the well, and make the floor under the platform the same height as the surrounding floor.
2. Make the platform a crushing one, so that the player dies rather than getting stuck.
3. Make the platform rise upon encountering an obstacle.
4. Not do anything about it and warn the player that s/he can get stuck.

I'm inclined to go with 2 or 3 (for purposes of realism), and will try them out. Hopefully I can work things out on my own, but if history is any judge .....

Sound problems

Posted: Sat Apr 05, 2008 4:11
by Dave_B
I recently downloaded 1.1.02 and I can't get the sound to work right either. Despite switching between 2D and 3D sound it still sounds 'strange'. As I'm away from my computer as I write this, I can't describe in detail what it sounds like except that it seemed to be a little 'slo-mo' and sounds like it was been played through a phone line.

Posted: Sun Apr 13, 2008 12:23
by DoomerMrT
I wanted to ask about this problem too: what causes that the sounds are that strange?I mean fanger styled etc....r85-r89 not even switches on fmod, because it says I have fmodex 4.12.04 and GZdoom needs 4.12.09.Of course I cannot find where to dl it.

Posted: Sun Apr 13, 2008 17:06
by Costja
Windows (32-bit) - http://www.fmod.org/index.php/release/v ... taller.exe
Windows (64-bit) - http://www.fmod.org/index.php/release/v ... taller.exe
Linux (32-bit) - http://www.fmod.org/index.php/release/v ... nux.tar.gz
Linux (64-bit) - http://www.fmod.org/index.php/release/v ... x64.tar.gz

Though, r92 doesn't compiles for me with 4.12.09 and I use 4.14.01 on my Ubuntu Linux

Posted: Sun Apr 13, 2008 17:44
by Graf Zahl
Yes, the latest revision requires 4.14.

Posted: Mon Apr 14, 2008 12:56
by DoomerMrT
heh, thanks.I was on their site but I didn't noticed those.I am f'kin stupid 8)