Floor Demo 2

Floor Demo 2

First revision of moving 3D floors. The change is that they're now proper 3D.

Filenames
flordmo2.wad
Size
29.73 KB
MD5
16c5cedadab189eae55439ca6fc4c1cf
SHA-1
db2b463c99ed5f1588253d9994ad8a8f23c03532
SHA-256
39bb824878749a77336002318fad94a9bb8151cfdc4ac3d44de5f3c65f17b28b
WAD Type
PWAD
IWAD
Doom II
Engines
GZDoom, ZDoom
Lumps
7
Maps
MAP01

Read Me

===========================================================================
Advanced engine needed  : ZDoom 2.6.1 or GZDoom 1.7.0
Primary purpose         : Technical demo of 3D moving floors
===========================================================================
Title                   : Floor Demo 2
Filename                : FLORDMO2.WAD
Release date            : January 22, 2013
Author                  : Ethan Watson aka GooberMan
Email Address           : [email protected]
Other Files By Author   : Doom - The Arcade Game
                          Space Station Omega

Misc. Author Info       : But Goober!? Why are you making Doom maps again? 

Description             : First revision of moving 3D floors. The change is
                          that they're now proper 3D. 

Additional Credits to   : The entire internet. You earned it.

===========================================================================
* Play Information *

Executable needed       : ZDoom 2.6.1 or GZDoom 1.7.0
IWAD Needed             : DOOM2.WAD
Map #                   : MAP01
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : No, but no reason why not with some starts
Other game styles       : No
Difficulty Settings     : No
New Graphics            : No
New Sounds              : No
New Demos               : No
DEH Patch               : No

* Construction *

Base                    : FLOORDMO.WAD
Build Time              : An hour.

Tool(s) used            : Doom Builder 2.
Known Bugs              : More like known limitations.
                          
Will Not Run With...    : Alan Wake

* General info *

So I solved the walking under it problem. Not by using bridge things. No, that
would remove the arbitrary nature of polyobjects. I got to thinking - if the
polyobject I was using was just transferring sector heights, what would happen
if I applied a 3D floor to the polyobject control sector? The answer was that
SHIT WOULD JUST WORK!

You can now walk over and under the walking floors. I've cleaned the scripts
up a tiny bit, and applied the texture offsetting I was talking about. The
polyobject's control sector height no longer changes one bit, however the 3D
floor applied to it does. Textures are offset to match that 3D floor.

However, the linedef method is now starting to show its horrible flaws. Namely,
if a polyobject moves and an actor crosses above/below it while standing still
it doesn't trigger the line crossed behaviour. Not that anyone's had to care
about such things before.  

LIMITATIONS
* Things get screwy if your polyobject goes below the normal floor.
* Rotational friction is not currently supported. There is no GetPolyobjAngle
  to compare against.
* I'm disabling view bob when setting the velocity. I quite simply haven't
  checked if leaving it enabled will bob your view as the platform moves.
* It is possible to desynchronise the floor by standing still.

THE WAY FORWARD FROM HERE
* See if we can't get a flat rendering over that 3D floor. Transfer_Heights
  trickery? Non-solid 3D floor trickery?
* Get "Actor hits floor" working on that polyobject. Or compeltely rewrite
  my hop on/hop off logic.

===========================================================================
* Copyright / Permissions *

Authors MAY use the contents of this file as a base for modification or reuse
as long as they give credit to me.

You MAY distribute this file, provided you include this text file, with
no modifications.  You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file 
intact.

Maps

MAP01

MAP01

Deathmatch Spawns
0
Co-op Spawns
8