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levels: outdoor linedefs need to face the right way. #996

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mc776 opened this issue Jun 27, 2023 · 2 comments · Fixed by #1104
Open

levels: outdoor linedefs need to face the right way. #996

mc776 opened this issue Jun 27, 2023 · 2 comments · Fixed by #1104
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levels reference ongoing reminders, not to be closed

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@mc776
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mc776 commented Jun 27, 2023

https://www.youtube.com/watch?v=9GoSRw4TDw0

To summarize the vanilla bug behaviour:

  1. Have two sectors, both with sky ceilings.
  2. Make one of them have a floor high enough to shoot when you're standing on the other one.
  3. Set the linedef between them so that its front side is towards the "inside" of the wall and the back facing whoever's standing on the lower floor.
  4. Stand on the lower floor
  5. Shoot a rocket at this 2-sided linedef.
  6. It disappears, having registered as having been shot into the sky.

A lot of Freedoom's maps have no accommodation for this. These lines are everywhere.

Inuk's got a script for this for Ultimate Doom Builder but I can't use UDB, hence posting this issue [EDIT: updated after some discussion on Discord]:

`#version 4`;
`#name Select raised walls facing inwards`;
`#description Selects any non-action linedef that faces inside a raised sector. This includes selecting walls that can cause the disappearing rockets bug.`;
UDB.Map.getLinedefs().filter(ld =>
    ld.back !== null &&
    ld.action == 0 &&
    ld.front.sector.floorHeight > ld.back.sector.floorHeight
).forEach(ld => ld.selected = true);

Basically we need to do this (also credit to Inuk for the diagram):
noingrownhairs

@selliott512
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That's a good explanation, but I failed to reproduce it just now. In FD E2M1 I tried raising the floor height of sector #163 (in starting area) to 200. I tried flipping the linedefs between it at neighboring lower sector #164, but it did not seem to matter for either Chocolate Doom or GZDoom. Maybe there are other factors.

The script you quoted does not seem to care about the sky texture, but maybe that's ok - there should not be any harm in flipping it everywhere. The "good" orientation is the one that makes the most sense.

In lieu of UDB I wonder how hard it would be to write a Python script for FD that does what that UDB script does. That way we can run it any time we want without any external tools.

Xindage pushed a commit that referenced this issue Jun 30, 2023
* level: more fixes.

E1M3
- Minor item floating in one of the staircases.

E1M7
- Widened the item trenches in the northwest switch room to minimize the chance of a floating item.
- Narrowed the water trench in the southeast switch area to prevent someone from squeeze-gliding in.

E1M9
- Funny-shaped nukage bridge no longer has visible switches. Instead, that railing can be used from the outside anywhere along any of the long sides to lower it.
- Door on the north of that bridge was missing a doortrak.

E3M5
- Northeast giant blood pit had floating items in the new ledges. (Those bits are now also 100% pure meat instead of the rocky crust on top.)

E4M4
- Secret in the southwest is now the room instead of the doorway. Lighting adjusted accordingly.

E4M5
- There's an obscured lamp in the northwest that's supposed to look (in id) like a small lamp placed on top of the box. Freedoom's yellow lamp doesn't work for this, but Freedoom's candle sprite is perfect for the intended effect, so now it is that instead.

E4M6
- Various thin secrets.

E4M7
- Thing no. 580 was the wrong type and bled into the ceiling (see #941). The blocking version is now used instead.

E4M8
- The secrets by the starting area are now the rooms themselves instead of the doorways.

Map11
- Untagged the lizardbaby-triggered doorway as secret.
- All lizard baby sectors are now 72 units tall.
- Realigned the vines in the trilobite corridors overlooking the western atrium.
- Berserk red key secret room lengthened to guarantee having to step inside it.
- Red key is now at a different location, the platform now being a teleporter to it, allowing the location of the red key to be a single sector that can be flagged as a secret.
- Replaced the light source in the yellow skull room with something less likely to have already fallen over.
- Replaced the evil eyes with tech lamps since those aren't shootable.
- The trigger for releasing the pain bringers in the nukage fountain is once again a walk line.

Map16
- Every sector in the backpack secret was tagged as secret, leaving a total of 3 secrets one of which was skippably thin. The skippable is now untagged.

Map18
- It was possible to squeeze into the blue key pillar to trigger the ambush prematurely. The pillar is now the entire 64x64 platform.

* levels: more fixes.

E3M7
- Ambush-flagged and moved the pinkies in the lower small intestine so they stop trying to block the player from below either drop.
- Got rid of some orthogonal lines in the intestine to get rid of the fake contrast.

Map11
- Jump-proofed the decorative canal areas near the final arena.
- Some attempts to address #996.

Map14
- Removed the close-30-seconds door for the descending serpentipede monster closet because if they all bunch up like that while you have an SSG it's a boring wait afterwards. Have fun being hunted by them in the corridors!
- Addressed #996 in the south.

Map15
- Made the two lifts to the red armour secret visually consistent with each other.
- Some feeble attempts to address #996.

Map17
- Jump-proofed by Catoptromancy: numerous platforms raised above what should be jumpable in most sourceports that enable it by default.
- Added a backpack by the corpse near the start, as playing the map "right" and refraining from shooting until you get the tripod puts you in significant danger of running into a shellbox while at near full.
- The stairs inside the living room are flush up against the wall, so you don't waste time falling off and getting back on.
- The window texture now better matches the light falling on the floor.
- Moved Tree #73 and #37 as they were being invisible jump-blockers from below.
- Restored there being three chunks of rock for the blue key.
- Changed up a lot of textures in hopes of creating visually distinct areas.
- Added an extra secret in the start tunnel.
- Made the switch in the water go to 8+LAF fast instead of lowest because those weird sudden flat changes didn't look good.
- Shrank the pillars near the yellow key so you could move around all of them.
- Changed the torches inside the southern switch corridor to techlamps, and added new torches around the entrance to the eastern building.
- Changed the hanging corpse in the living room to another hanging corpse. (see #941)
- Made the couch look more like a couch. And one that's been in a war zone.

Map23
- Replaced the haphazard texture on the northern teleporter room and added some light sources.
- Improved the trim around sector 236 so the door doesn't go right into the curve.
- Used the correct CONS1 flat for sector 246 and shrank it accordingly.
- Addressed #996 in the south.
- Moved the (non-hanged) corpse in the starting secret out of the doorway. The way it hinted at the true nature of that wall was really neat but sadly doesn't play well with software renderer.

Map25
- Southern curved tunnel had a single orthogonal line that led to a misleading fake contrast.
- Some feeble attempts to address #996.

* Delete map17m.wad

* levels: restore old e2m1.

* levels: address E3M6 softlock.

see #998
mc776 added a commit that referenced this issue Aug 19, 2023
Originally meant to address #1070.

Redid green armor secret. The ugly (and alternative-sequence-breaking) railings are gone, and instead of SR50+luck you have to find the way up to a much higher platform.

Allowed jumping from the semifinal puzzle platform into the guard tower areas because there was nothing showing you could not. It doesn't actually achieve anything besides letting you grab the ammo from the zombies inside.

Flipped a bunch of linedefs to address #996.

Also add a switch for that platform-gate since its non-orthogonal shape and large size can't help but signal that it is expected to be remote-lowered.
mc776 added a commit that referenced this issue Oct 23, 2023
E1M1
- All the monsters in the trench are now +ambush, so they don't move until you're down there. On easy the zombieman even faces away from the start.
- More monster blockers added to prevent invisi-blocks jumping into the starting room trench or down from the cliffs in the outdoor area.

E2M7
- Armour bonuses still floating on sector 599. They now adorn the side pillars instead.
- The minigun is comically easy to miss - pretty much every passage into that area is designed for you to look the other way or overshoot it jumping in there, and you might go through the next 80% of the map before having any reason to go back into that part of the room. Its platform has been moved to the lower area, with the upper platform being ostensibly a shotgun but the shotgun guy now standing there took it.

E3M4
- Stealth worm 16 stuck on overlapping ledge.
- Changed the St. Pete's cross into a sealed-off fireblu portal.
- Extended the stairs up from that long bridge so that it's more obvious from a distance at low resolution that those are legit stairs up and you're actually expected to backtrack that way.
- Redecorated the exit room.

E3M5
- Jump down into painlord courtyard in the west would be invisi-blocked by said painlords. Monster blocking line added to keep the way down clear. Moved the tree out of the way too, for good measure.
- Addressed #996.

E3M9
- Fixed numerous tutti-frutti textures and unstraightened some unintentional fake-contrasts in some organic areas.

E4M2
- Got rid of the flat bleed trick in that slime tunnel. It's just a big steady spotlight now - and it doesn't mitigate any nukage damage.
- The secret exit room multiplayer contingency entrance is now opened immediately after the trap-bars are triggered. The trap-bars themselves are no longer crushing, preventing a possible immobilization softlock.
- Said multi-contingency entrance area is remodeled to make it clear it has been jump-proofed.
- Aligned hex textures in secret exit room.

E4M9
- Flagged line 1765 as monster blocking. It's possible for a monster, while that platform is descending, to step right onto that window ledge and get stuck there as the platform continues its movement.
- Added glass to the sides of sector 230 to prevent the player from falling in under certain circumstances.

Map02
- Changed the multi-wallpart elevator so that the middle is the "rungs" that the side "pulleys" are lifting up the platform against.

Map04
- Numerous cosmetic fixes to the starting area.

Map05
- A couple lines on the edge of the stream used the surrounding brown rock instead of the zimmer brown.
- Made the helipad symmetrical and made it look more weathered, including adding a small tree where there would once have been a light.

Map11
- The walk line to open the yellow door switch is now south of the minigun, so those who "know" how it works (without knowing the exact location of the line) don't have to go all the way up to the door to intentionally trigger it.
- Removed some hard-only monsters from the eastern branch, removing some matribites and octaminators and replacing one of the former with a formerly easy-only trilobite and one of the latter with a stealth worm.
- The dock area is now opened up by the same switch that lowers the two platforms, which are now lowered permanently.
- The red skull shootable switches are now located so high up that it's impossible to gamble on a stray SSG shot hitting them from below.
- Addressed #996 in some small gaps in the final arena.

Map23
- Moved all health bonuses around the broken teleporter to look less like mushrooms.

Map26
- Blue skull door trim was misaligned, obscuring the shape of the horns.
- Zombieman 130 stuck inside a monster blocking line.
- Moved all health bonuses around the starting area corpse to look less like mushrooms.

Map29
- Addressed #996.

Map32
- Added a way to climb out of the lava pit.
@mc776
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mc776 commented Nov 1, 2023

Reopening this so it's easy to track down for reference.

@mc776 mc776 reopened this Nov 1, 2023
mc776 added a commit that referenced this issue Dec 23, 2023
Closes #1245.

Fix that bridge to look a little less awkward and #996-compliant.

Add a decorative door to the starting area monster closet, implying the monsters are coming in from another, inaccessible part of the facility. It does, however, make the floor match the main area again.

Make the freestanding AGM logo bolder, simpler and stronger.

Adjust some textures in and near the big skylight hall to lean into the quasi-outdoors aesthetic while also replacing the grate floor textures with something a bit easier on the eyes in low-res.
mc776 added a commit that referenced this issue Jan 6, 2024
See #1253.

For E3M6 I've also rearranged the SP_DUDEs on those two columns in the hopes that the only instantly obviously repeating one is the one that should be non-humanoid.

Also addressed #996 for E3M6.
@mc776 mc776 added reference ongoing reminders, not to be closed and removed bug labels Jan 31, 2024
mc776 pushed a commit that referenced this issue Feb 3, 2024
Change the sofas to resemble actual sofas instead of flesh, using COMPTILEs with texture offsets to emulate chair legs without having to make new textures.

Restore Ralphis' old E1M1 track as E1M5 - taking Matt's suggestion here into heart: #1292 (comment)

"The Raging Sun" - although I like it - is quite bland. Ralphis' old E1M1 track is a fast-action-styled track that fits the shooting gallery aspect of E1M5.

Also addressed #996 for the crate area and simplified a bit of geometry (no visual changes, just merging sectors), as well as giving more internally consistent lighting to the basement red key area.
mc776 added a commit that referenced this issue Feb 12, 2024
The less-safe stuff that I dared not suggest in #1289. (It's always a little scary to touch anything involving the lines of a sinking-stone sector that's attached to anything else.)

Checked with Visplane Explorer before uploading.

- The crumbling land has more linedefs now. The oddly straight geometric shapes especially around the SSG never sat well with me.
- The torches around the jump teleporter are green again, fitting the original theme of the map where they were all green. I'm guessing the red was intended to better telegraph that this is a special thing the player is expected to reach, so the platform itself has been retextured as to distinguish it from the surrounding rock formations.
- Gave the serps near the cloak secret more room to move.
- Moved the cloak powerup a little bit deeper inside the secret sector while expanding the wall to make sure there are no pickups from the other side.
- Realigned the metal textures inside the doors in the starting hub.
- Set the remaining 3 sectors in that teleporting window to the blood pool to non-damaging.
- Aligned the elevator and exit window heights with the wood textures.
- Used MARBLE2 for the backs of the face panels.
- Resculpted the crumbling SKAG path to make it look a little bit more convincingly like broken pieces of a path.
- Widened the butt end of the southeast arrow so it looks less like someone drew it with a shaky hand.
- Addressed #996.
- Adjusted the minigunner hut.
-- Main door switch is now slightly better lit, and is on the bright side of the fake contrast, while the teleport switch is hidden in the door-side corner on the dark side of the fake contrast. They're both visible objects at vanilla eye level. Textures are adjusted so it's a gradual fade of the bloodrust towards the cleanness of the switches rather than an obvious texture mismatch.
-- The doors are fully repeatable and fast when opened from outside, and their tops are lowered just a little bit (mostly to match the wood texture) - you should be noticing the minigunners just in time for the doors to close.
-- The minigunners are marked as ambush for good measure.
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