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Editing A&A / Re: Doom Builder and In-Game offsets missmatch
« on: February 07, 2014, 12:07:26 PM »Strange, I thought this was fixed already. The textures in Doom Builder are flipped left to right from what they should be. I'll check my files later tonight and see if I need to upload a new version of the editor.
There is also a second problem of Doom Builder using a different up/down position. Your pictures also show this. It was driving me crazy trying to find an appropriate fix, so I put it on hold. One of the side of effects of building our own engine was that we didn't do it exactly like Doom.
Yes, I noticed the vertical missalignment today.
As for .LIT files, yes, I'm going to put out a fix for that here this weekend. Maybe I'll just make a tool/option in/with Doom Builder to do it or just generate them correctly when loading the level (I prefer the latter).
Using the template blank .LIT makes all level lightning to be plain, so no effects are applied at all. This solves any problem. About sector glowing, I can just place Sector Glowing Thing Markers.
And this reminds me a problem I got yesterday, that I forgot.
In Q1M1, to finish the level you need to go to that room with the runes and scrolls, press a button and then the exit "door" gets oppened.
But I noticed something strange here: the button to open the exit cavern, has an action number #40, that is Raise Ceiling to Highest Ceiling.
But here comes the big problem: this linedef DOESN'T have any sector tag linked, and the sector that is the Cavern Door doesn't have a sector tag either.
It is like if you create a remote door and switch in Doom without any sector tag, the engine doesn't know what door open.
Again, the only explanation I could deduct is that the switch-door action is handled from a script in S30.SRP with a SlideCeiling() function, called from a WallPressed event.
That is the only explanation. Which leads me to the next problem: without having into account the Initialize event, all other events I have no idea how they really work, or how/when they are called.
For example, for the event WallPressed event, it is supposed that the code into this event will be called when a specific wall is pressed. But, how do I specify which wall number calls this event?