View Full Version : Map testing under teh C++
MR_ROCKET
July 15th, 2004, 05:59 PM
Just wondering but has anyone worked on any test maps for the C++ version or are we still far off from that?
like a hexen doom combo map of the sort.
TheDruid
July 16th, 2004, 02:09 AM
With IMS and Maces, and um..... Gloves that shoot green lightning and cyberdemons. lol. I don't think has done so rocket. Would be cool though .:) hehe
Pate
July 16th, 2004, 02:43 AM
Smite had a test map mixing Doom and Hexen monsters, but that's about it.
smite-meister
July 18th, 2004, 07:12 AM
Yeah. The problem is that the THING number ranges used by Doom, Heretic and Hexen overlap. For example, THING number 27 can be either a head-on-a-stick, a serpent torch or a swamp tree depending on the game.
The solution I thought up for this was to have (optional) commands in the [level info] block, inside the map separator lump, which remap some of the thing numbers.
For example, you could have the command
heretic_thingoffset 5000
which would tell the engine that all the thing numbers below 5000 would refer to Doom things (assuming this is a Doom map). Thing numbers above 5000 would have 5000 subtracted from them and then be interpreted as Heretic things. Am I making any sense here?:)
Aliotroph?
July 18th, 2004, 10:01 AM
Yeah, that's a sweet idea. :D
iori
July 20th, 2004, 05:07 PM
The solution I thought up for this was to have (optional) commands in the [level info] block, inside the map separator lump, which remap some of the thing numbers.
For example, you could have the command
heretic_thingoffset 5000
which would tell the engine that all the thing numbers below 5000 would refer to Doom things (assuming this is a Doom map). Thing numbers above 5000 would have 5000 subtracted from them and then be interpreted as Heretic things. Am I making any sense here?:)
Yep, that does make sense, and sounds simple to the end user too : )
vBulletin® v3.8.3, Copyright ©2000-2010, Jelsoft Enterprises Ltd.