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Free pushwalls (Wolf4GW)
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Ripper
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PostPosted: Thu Mar 16, 2006 3:41 pm
   Subject: Free pushwalls (Wolf4GW)
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Hi all!

It's been some time again. Lately Chris asked whether I could add the ability to see pushwalls from all sides instead of only the front. As I had already started this in another engine (Wolf3d based), I thought I could give it another try and add it to Wolf4GW.
Well here are some first results:


If you'd like to see it "live", have a look at the "home" page, there you'll find further explanations and a zip file containing executable, source and a testmap.
The source code related to the pushwall stuff (in WL_Draw.cpp AsmRefresh()) is quite ugly. I don't fully understand it on my own yet, as I guessed how the intercept variables had to be changed in several places until it looked correct (what it isn't) Mr Green

Hope you like it though Wink
Greets
Ripper

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Tricob
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PostPosted: Thu Mar 16, 2006 10:25 pm
   Subject: Re: Free pushwalls (Wolf4GW)
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Ha! I *knew* this was possible! Cheesy Grin Thanks, Ripper! Thumbs Up
Ripper
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PostPosted: Fri Mar 17, 2006 3:05 pm
   Subject: Re: Free pushwalls (Wolf4GW)
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OK, it's finished Mr Green
You can get it at http://www.chaos-software.de.vu

You can now even walk in the space a still moving pushwall made free!

Have fun ;D

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PostPosted: Fri Mar 17, 2006 5:00 pm
   Subject: Re: Free pushwalls (Wolf4GW)
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Ripper wrote:
OK, it's finished Mr Green
You can get it at http://www.chaos-software.de.vu

You can now even walk in the space a still moving pushwall made free!

Have fun ;D



I don't think so, I tried to walk in the space and get struck in space and unable to get out.. Shocked Confused
Ripper
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PostPosted: Sat Mar 18, 2006 3:26 am
   Subject: Re: Free pushwalls (Wolf4GW)
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Well I spoke of the space the pushwall "made free" not the space the pushwall is moving to.
Hm, I wonder though what should happen, if you place the player on the way of the pushwall.
Should the player be moved away? What if another actor or even a number of actors doesn't allow the player to be moved in that direction?
Or should the pushwall stop moving until the way is free again?

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PostPosted: Sat Mar 18, 2006 8:22 pm
   Subject: Re: Free pushwalls (Wolf4GW)
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I think the way it should work is for the player to block the way just like a guard or dead body can. This way, levels that use unusual Pushwall scenarios won't have problems they didn't have before the "free Pushwall" update.
Ripper
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PostPosted: Sun Mar 19, 2006 5:36 am
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OK, pushwalls will stop moving now, if you're in their way. The package has been updated.

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Ripper
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PostPosted: Sat May 27, 2006 2:55 am
   Subject: Re: Free pushwalls (Wolf4GW)
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For all the work this feature meant, I'm REALLY disappointed by the reaction to it..........

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PostPosted: Mon May 29, 2006 7:07 pm
   Subject: Re: Free pushwalls (Wolf4GW)
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Don't let it get to you, Ripper. Not every change that requires a ton of (re)coding will get a lot of attention. In any event, your coding ability has always impressed me from the very beginning. Personally, I think you're a genious. No lie. Thumbs Up
Matthew
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PostPosted: Sat Aug 18, 2007 1:17 pm
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Unlike most of you, I'm AM really impressed by this, but I would like to know how to implement it in my add-on. Do I HAVE to make all the massive game-engine changes made in Wolf4GW? (I tried one messy, somewhat blind approach WITHOUT making those changes but got "Abnormal program termination" -- even though I HAD removed the scalers already. I HAVE added light shading and floor/ceiling textures already.)
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PostPosted: Sat Aug 18, 2007 7:21 pm
   Subject: Re: Free pushwalls (Wolf4GW)
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You can always use BrotherTank's source code that he's posted for download, and then put in the "Free Pushwalls" fix from there. He's done all or most of the code updates you'll want in this source code, and he's purposely set it up so that 128x128 graphics and other things are activated simply turning an option On or Off.
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PostPosted: Mon Aug 20, 2007 12:22 pm
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See my post in Code Crackers (I figured since it's about code, it's more appropriate there.)

EDIT: Interesting note about this post: Approximately 1 OR 2 SECONDS after I clicked Submit, the power went out (because of a thunderstorm) and my computer switched off. Apparently that was enough time for it to submit the post...
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