Doors platforms triggers#13
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Note, platforms should probably not inherit from doors |
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This has a lot of changes and the more I review it, the more I think I want to refactor it... |
| parser = QmapbspWorldImporterQuake1.new() | ||
| parser.viewer = self | ||
| map = QmapbspQuakeWorld.new() | ||
| map.name = &'map' |
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Not related, but through it would be nicer in the tree view than @@123...
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I confirmed this PR fixes a lot of movable brushes (e.g. e1m1, e1m8) and makes doors open properly from the map logic. Some problematic brushes (most of them are platform brushes, e.g. e4m2, that one platform brush under the water pool) are still broken, though. (According to #15) |
…arate logic, updated platform and secret doors
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Found a bug that exists in fixed by |
off.axis.button.correct.movfixed button add calc |
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Latest updates:
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Fixed registered message regression problem, caused by wanting to show trigger once messages |
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I saw you fixed some The moving speed is slightly slow. Notice the platform moves through the wood platforms : Godot_v4.0.3-stable_win64.2023-07-17.23-27-34-027.mp4They're ping-pong looped on some Godot_v4.0.3-stable_win64.2023-07-17.23-27-55-077.mp4 |
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I'll take a look at fixing those. There's probably other bugs, and I plan on fixing and implementing all missing entity features, at least to a state where it's playable, if not absolutely the same. But it might not all be in this one PR, since this one is getting quite large and out of hand lol! |
| # 0 : "Medieval" | ||
| # 1 : "Metal (runic)" | ||
| # 2 : "Base" | ||
| const gold_keys_message = [ |
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If the keys are required to open doors, that means we have to implement key entities. Isn't it ? ^^"
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Of course :) this just makes the doors behave as if that was the case. We handle keys and such in an inventory for the player, but that's not for this PR IMHO.
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We will implement keys, and pickups, and everything else at some point :)
…rain timming and added wait for each point
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Platforms now should move to correct time/duration and wait according to |
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Strangely sounds playback when touching doors. Godot_v4.0.3-stable_win64.2023-08-09.02-59-27-956.mp4 |


Why?
Doors, platforms and triggers needed some updates to bring their feature set closer to parity with Quake game features
What?
wait -1ortoggleon. (currently, they are, but the target position is closed, when it should be open, so they return to the wrong position)