![]() ![]() This way of defining portals has been deprecated. In this way you could, for example, make a net (X pattern at 255 opacity) or glass with streaks (/ pattern at maybe 128) between the upper and lower areas. If the texture has transparent parts, those parts will always be drawn completely transparent. If you'd like a texture to be drawn 'between' the sectors, set the first argument of each stack thing to the desired opacity, where 0=totally transparent, and 255=totally opaque. If you've ever used TeleportGroup you can think of this as working in a similar fashion, thing placement-wise. Place thing 9077 in the sector you want to be on top, place thing 9078 in the same spot in the lower sector, and give them both the same TID. Mark them both with special 57:Sector_SetPortal and give them appropriate parameters as explained on the special's page. The linedef method is especially interesting when there are many sectors that must share the same portal view.Ĭhoose two linedefs that are at the "same" place in both areas. Once both areas are done, there is two different ways of establishing the portals. Any sector whose floor or ceiling is to act as a portal into another area must have a stacked sector thing in it, but the sectors in the region that the player is looking into do not. Note that the outlines of upper and lower sectors do not need to match. For instance, you could make the lower sector have a floor height of 0 and a ceiling height of 128 and the upper sector a floor height of 128 and the ceiling a height of 256. Again, this isn't strictly necessary, but is a good way to get started. The ceiling of the lower sector should be the same as the floor of the upper sector. Next you need to set the sector heights accordingly. To make stacked sectors you first need to create two sectors with the same shape and size (it isn't strictly necessary that the sectors be the same shape, but this is a good way to start). Depending on the situation, either portals or 3D floors might be more appropriate. They can be an alternative to 3D floors, and can be combined with them. Stacked sectors are a nice way to give the illusion of true 3D architecture. Furthermore, the destination cannot be modified during the game with Line_SetPortalTarget. Notably it is not possible to have a non-portal path between both areas. Both lines must have the same angle, and all possible paths between the linked areas must have the same offsets. Static/Linked: in addition to the interactive effects, the automap will display both linked areas as overlapping.Both sectors joined by the portals must have the same altitude. Interactive: in addition to the teleporter effect, some other effects take the portal into account.The "real" geometry behind the portal must allow the actor to pass through without being stopped by a collision during the move, so these portals have to be two-sided and have enough room behind them. Teleporter: in addition to the visual effect, moving through the portal is now possible.These portals are only a rendering effect it is not possible to move through them. There are four "levels" of interactivity with line portals, offering increasing integration at the cost of increasing restrictions: These portals can also, depending on the type, be dynamically reassigned with Line_SetPortalTarget. You'll have to manually place your IWADs and PWADS there, or you should use an application like Flatseal to give GZDoom additional permissions.Line portals are created with special 156: Line_SetPortal. With Flatpak, all file-access is restricted to ~/.var/app//.config/gzdoom for privacy reasons. For more info about all supported games and their data files, see: Help -> List of supported games. Walk over/under monsters and other thingsĬommercial data files are required to run the supported games.Support for the Bloodbath announcer from the classic Monolith game Blood.Up to 8 player network games using UDP/IP, including team-based gameplay.Jumping, crouching, swimming, and flying.Several softsynths for MUS and MIDI playback, including an OPL softsynth for an authentic “oldschool” flavor.Features complete translations of Doom, Heretic, Hexen, Strife and other games into over ten different languages with Unicode support for Latin, Cyrillic, and Hangul so far.Supports most of the Boom editing features.Supports all the editing features of Hexen.Can play all Doom engine games, including Ultimate Doom, Doom II, Heretic, Hexen, Strife, and more.Meet the entire idTech 1 family!Įxperience mind-bending user-created mods, made possible by ZDoom's advanced mapping features and the new ZScript language. In addition to Doom, GZDoom supports Heretic, Hexen, Strife, Chex Quest, and fan-created games like Harmony and Hacx. GZDoom is a source port for the modern era, supporting current hardware and operating systems and sporting a vast array of user options. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |