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Taller Walls and Vertical Motion
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Hacksaw
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PostPosted: Thu Aug 18, 2011 2:45 pm
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Like in Rise of The Triad. This would enable things such as being able to be standing on some stairs, and shooting down at some guards below. Anyone tried to tackle this? Is it even possible with the 16-bit code? Or would it be an SDL only thing?

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PostPosted: Thu Aug 18, 2011 6:10 pm
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I'm pretty sure it'd have to be SDL, due to memory restraints in the 16-bit version. As I posted in an alternate thread, the height of the floor and ceiling could be defined in the fourth plane, with its top and bottom extracted as two 8-bit numbers. I don't quite know enough about the raycaster to pull this off, though.
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PostPosted: Thu Aug 18, 2011 6:37 pm
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How is this handled in ROTT? I know that at some point ROTT was nearly rewritten from the ground up leaving much of the original Wolf3d it was based on behind. BTW was the ROTT source code ever released?
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PostPosted: Thu Aug 18, 2011 8:55 pm
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Tragos2d wrote:
BTW was the ROTT source code ever released?

http://www.3drealms.com/downloads.html

Scroll down until you see "Rise of the Triad", then look at #26 (currently).
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PostPosted: Thu Aug 18, 2011 9:12 pm
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I was about to suggest the same thing. You beat me to it, Chris! Very Happy Let's dig through the code and see if we can find any clues as to how they did vertical motion. Although I can't recall if they used a raycaster in ROTT or a BSP texture mapper.

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PostPosted: Fri Aug 19, 2011 7:22 am
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Wow I haven't been there in awhile. I actually already had that downloaded from a few years back. I was mistaken it was actually Corridor 7's source code that was lost.
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PostPosted: Fri Aug 19, 2011 12:34 pm
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PostPosted: Fri Aug 19, 2011 1:06 pm
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^ Is that Ripper's cloudy sky I'm seeing there.

Though I'm thinking I've seen this pic before...

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PostPosted: Fri Aug 19, 2011 1:26 pm
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Codetech84 wrote:
^ Is that Ripper's cloudy sky I'm seeing there.

Though I'm thinking I've seen this pic before...

Yes, Ripper's cloudy sky is enabled... and no, the screenshot was taken today.
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PostPosted: Fri Aug 19, 2011 3:13 pm
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So that screenshot is actually in the Wolf3d engine? Wow... Surprised
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PostPosted: Fri Aug 19, 2011 3:21 pm
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^
Surely, that's not the Wolf 3D engine... is it?!
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PostPosted: Fri Aug 19, 2011 3:56 pm
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Wolf4SDL engine. Smile

Of course at this stage, it only functions as a visual effect, and it's far from being on par with Doom's height variation. But then, if you need fully functioning height variation, why not mod for Doom?
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PostPosted: Sat Aug 20, 2011 10:57 pm
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WSJ wrote:
Of course at this stage, it only functions as a visual effect, and it's far from being on par with Doom's height variation. But then, if you need fully functioning height variation, why not mod for Doom?

You know, you're right. But I don't want one as fully functional as Doom - just something like ROTT... or maybe simpler.

In the meantime, how did you do that visual effect? Code please!

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PostPosted: Sun Aug 21, 2011 6:26 am
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Can the lower and upper cube use different textures? I see that the one in the middle is different. This would be perfect for creating a more believable ambiance in my game especially in the outside areas. I hope you will share the code. Smile
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PostPosted: Sun Aug 21, 2011 9:55 am
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Just a couple guesses on the map data portion... how it is drawn I have no clue.
there possibly is a ceiling/floor height variable stored in the map data, but just based on that image alone (not much to go on) but my guess would be that there is data for "three elevations" stored in separate map planes for each level. The middle one being the one that the player is on.

Just a guess, and I could be wrong, but that's the way I'd imagine trying to do something like that.
plane 1 - 3 would be the normal : walls - objects - floor/ceiling
and then after that would would have walls and ceiling for the elevation above followed by walls and floor for the elevation below.

having "empty" in plane three would allow the player to see into areas above and below. while having an empty for the top elevation would show you the sky.

if you didn't want to bother with the pain of making the player have to deal with interacting with the elevation differences, then you would probably just code into any space in the 3rd plane as having an "empty floor" impassible

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PostPosted: Sun Aug 21, 2011 11:40 am
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Hacksaw wrote:
In the meantime, how did you do that visual effect? Code please!

Well, this code is still a "work in progress"... I'm not done with it yet. I just posted that screenshot because you had asked if anyone had tried.

Tragos2d wrote:
Can the lower and upper cube use different textures?

At the moment, no. But one of them can be hidden by a floor/ceiling texture:


Tragos2d wrote:
I hope you will share the code.

Maybe I'll make the source code available after the mod which uses it is released.
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PostPosted: Sun Aug 21, 2011 2:52 pm
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That really makes it not look like Wolf3d anymore. Well done!
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PostPosted: Sun Aug 21, 2011 2:55 pm
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WSJ wrote:


O_O Looks like I've Died and gone to Heaven...

THIS LOOKS SWEET!!!

I'm really Surprised

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PostPosted: Sun Aug 21, 2011 7:22 pm
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I'm not surprised WSJ pulled this off. He did that wall transparency feature in a WIP mod, after all. Smile
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PostPosted: Mon Aug 22, 2011 2:51 pm
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Tricob wrote:
I'm not surprised WSJ pulled this off. He did that wall transparency feature in a WIP mod, after all. Smile

Heh, that transparency feature was nothing...



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PostPosted: Tue Aug 23, 2011 1:30 am
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WSJ wrote:
But then, if you need fully functioning height variation, why not mod for Doom?

+1
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PostPosted: Tue Aug 23, 2011 1:50 am
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This is most amazing.....my jaw fell off

Will it also support sprites higher than 64 pixels?
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PostPosted: Tue Aug 23, 2011 2:26 am
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WSJ, how did you do that transparent stuff? What principle does it operate on? You're a genius!

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PostPosted: Tue Aug 23, 2011 5:47 am
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Damn, that is impressive. Mr Green
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PostPosted: Tue Aug 23, 2011 6:32 pm
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OT -

WSJ wrote:
Heh, that transparency feature was nothing...
LOL Thumbs up to that. Too Cool
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PostPosted: Fri Sep 02, 2011 3:47 pm
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whatever this WSJ mod turns out to be, it will probably blow me away so much, I'll just open it and stare at it for hours! but its cool that you can do some rott-like stuff for wolf3d now.

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PostPosted: Mon Oct 31, 2011 5:53 pm
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Well uhh.

Wow.

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