Difference between revisions of "Talk:MAP05: Ghost Town (The Plutonia Experiment)"

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(Scrollers?)
(Scrollers?)
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: So what's actually going on with those? I've found [http://www.doomworld.com/vb/showthread.php?s=&postid=386391#post386391 this old post] by Kaiser but it does not exactly make sense to me. All those linedefs and sidedefs have perfectly different indices. [[User:Unmaker|Unmaker]] 17:14, 1 October 2013 (UTC)
 
: So what's actually going on with those? I've found [http://www.doomworld.com/vb/showthread.php?s=&postid=386391#post386391 this old post] by Kaiser but it does not exactly make sense to me. All those linedefs and sidedefs have perfectly different indices. [[User:Unmaker|Unmaker]] 17:14, 1 October 2013 (UTC)
 
:: The actions cumulate. All 24 linedefs share sidedef #327. Since they all have the scrolling type, the walls scroll with a 24-tuple speed. I think that is what Kaiser meant, but the wording was misleading. --[[User:Jartapran|Jartapran]] 21:01, 1 October 2013 (UTC)
 
:: The actions cumulate. All 24 linedefs share sidedef #327. Since they all have the scrolling type, the walls scroll with a 24-tuple speed. I think that is what Kaiser meant, but the wording was misleading. --[[User:Jartapran|Jartapran]] 21:01, 1 October 2013 (UTC)
 +
::: It was just me. I got confused because the Doombuilder apparently [[Sidedef#Sidedef compression|decompresses sidedefs]]. I have no idea if it can be turned off. Now I wonder however, was this design quirk deliberate or simply an unintentional result of sidedef compression?
 +
::: CSV's explanation is perfectly sound, and it's rather evident from the source too. As I understand it, this piece of code runs for every line in question every gametic, essentially scrolling the same sidedef every time (from p_spec.c):
 +
 +
    // ANIMATE LINE SPECIALS
 +
    for (i = 0; i < numlinespecials; i++)
 +
    {
 +
        line = linespeciallist[i];
 +
        switch(line->special)
 +
        {
 +
        case 48:
 +
            // EFFECT FIRSTCOL SCROLL +
 +
            sides[line->sidenum[0]].textureoffset += FRACUNIT;
 +
            break;
 +
        }
 +
    }
 +
:::[[User:Unmaker|Unmaker]] 22:14, 1 October 2013 (UTC)

Revision as of 17:14, 1 October 2013

Scrollers?

Not even a single mention about those crazy scrollers of Sector 57? (the niches where the Chaingunners await you after killing the Spider). I don't recall seeing them on any other level, and the editor just says that its a normal scrolling wall. This weird effect can only be seen on Vanilla Final Doom (1.9 and Anthology version IWADs) and Chocolate Doom. Other modern ports seem to interpret them as normal scrollers and not a crazed up bizarre wall efect. hfc2X 00:50, October 18, 2010 (UTC)

So what's actually going on with those? I've found this old post by Kaiser but it does not exactly make sense to me. All those linedefs and sidedefs have perfectly different indices. Unmaker 17:14, 1 October 2013 (UTC)
The actions cumulate. All 24 linedefs share sidedef #327. Since they all have the scrolling type, the walls scroll with a 24-tuple speed. I think that is what Kaiser meant, but the wording was misleading. --Jartapran 21:01, 1 October 2013 (UTC)
It was just me. I got confused because the Doombuilder apparently decompresses sidedefs. I have no idea if it can be turned off. Now I wonder however, was this design quirk deliberate or simply an unintentional result of sidedef compression?
CSV's explanation is perfectly sound, and it's rather evident from the source too. As I understand it, this piece of code runs for every line in question every gametic, essentially scrolling the same sidedef every time (from p_spec.c):
   //	ANIMATE LINE SPECIALS
   for (i = 0; i < numlinespecials; i++)
   {
       line = linespeciallist[i];
       switch(line->special)
       {
       case 48:
           // EFFECT FIRSTCOL SCROLL +
           sides[line->sidenum[0]].textureoffset += FRACUNIT;
           break;
       }
   }
Unmaker 22:14, 1 October 2013 (UTC)