In one map I was working (that I already released but only played in GZDoom), I realized a horrible map I did when I tried with Chocolate Doom. I couldn't figure out why it happens, but much later the same bug in another mod (in the description of my video) and decino was saying "when you make a lift or door don't tag it to zero". And indeed I made the same mistake.
But then I later checked all my doors and all were tagged zero, that's how I always did it. Then I rememember some tutorial said "you don't need to tag a line that is adjustent to the sector door" and thought was it wrong suggestion? But then I open the original Doom.WAD and it does the same, and I am wtf? Why the original game does it this way that I am not supposed to do it, but some tutorial says you are free to do, but decino says don't do it? Finally,. I only later realized that all my "1 DR" doors have zero tag, but that particular door I accidentally used "63 - SR Door Open Wait Close" so it makes sense there to remember the tag (or switch back to 1 DR because that's what I wanted).
So, is the advice "For simple DR actions on linedefs adjustent to sector you don't need to tag sector" ok? Was decino saying to tag everything just for sanity's sake? This bug made me sperg
Post by vigilantdoomer on Aug 19, 2021 13:00:18 GMT -5
Yeah that's confusing, I recently loaded some map of mine that intends to run in vanilla, and was puzzled that Chocorenderlimits allowed untagged doors to work as intended, then checked in Chocolate Doom and was totally at a loss of words. I really forgot about this feature.
Tagged them anyway, because yeah I value my sanity and also prefer consistency.
Under spoiler follows programmer's rant (it's offtopic and you can ignore it)
This is how I program too, I don't eliminate redundancy if it makes code less readable or will warrant extra attention when revisiting it later. Really the only reason to make code less readable that I can justify is when it needs to run fast and can't run fast otherwise. But those damn kids with fresh diplomas, some fuckers at university taught them to always write in the most compact form even if it makes it impervious to understanding. If compiler is not bugged/running in low resource environment it can eliminate "useless" variables on his own, so assigning a complex expression to a variable to then pass that variable (rather than expression) as function parameter on the next line is preferable coding-style wise to writing expression on the same line as function call. Not to say giving something a name also provides a clue as to what you are doing, and whether you doing it right, or why you are doing it this way, all without comments that tend to rot because ignored by hasty/incompetent programmers.
These cliffs are pretty. Do people draw them by hand, or could it be that there is a much more simple process? My apprehension of UDB toolkit capabilities is quite shallow. I'm also interested in making of accurate spirals. "Images are taken from Ad Mortem MAP09: Norwitch Lane by lunchlunch"
I would also be glad if someone would pinpoint the cause of this issue. Some seemingly unrelated sectors overlap each other after any linedef changes to the level i make, it's only temporarily fixable with "Make sectors" tool. Here's attachment for your reference, these are unfinished crumbs of the level i was planning to make for the previous DBP. Textures are included, so resource wad is not needed. Caroling Hellwalker.zip (406.97 KB)
Komori Thanks, it's cool to see someone looking at that map under the hood because it's a remake of a beautiful DNP29 map someone made that I had spent a lot of time with in the editor learning from. Idk if there's a procedural way to make cliffs or what other people do, but I draw them. Even if there were a shortcut, I'd still draw them by hand, I'm picky about how they look, what with their specific shapes, and relative height/brightness to one another. I'm not totally sure what you mean by spirals but maybe Bridgeburner's 'Art of Architectural Precision' is what you're looking for
Your sectors are all fucked, I don't know the technical way to say that. I think you can try rebuilding nodes or changing node builders. When that doesn't work, I delete the offending sectors and redraw them. I'm sure someone else is actually knowledgeable and can give a proper solution though, because redrawing them is a pain, especially when sectors continue to jank out.
I see the similarity now. Despite the limited color palette, that level is fairly immersive. Also, great use of midtextures. My share of Doom knowledge is of little worth, so i can remember something remotely similar only from Revae. It looks like Norwich Lane is Sonny's single only output for DBPs.
I've played your own maps back when 2048 units was released and even took a note on nickname, but then there is that quite noticeable quality leap in less than year. Take it as flattery, as i'm not sure of reason myself — it pretty much could be a mere guessing, but i can consistently spot your maps from others, and i'm not talking about moustache guy portraits but less apparent unique fingerprint you put on. So, kudos.
As you might saw, i've tried to simplify cliff process with the stair builder and vertices randomization. Maybe i could've done more, still, the end result doesn't leave much freedom for further customization, manual drawing is ways ahead.