Secret %

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Opulent
player
Posts: 233
Joined: 05.11.2001 02:12

Secret %

Post by Opulent »

cph mentioned this in rcgd; I thought it was interesting...
-------------------------------------------------------
Subject:
            Sector type transfers and secrets
       Date:
            Thu, 08 Aug 2002 17:28:38 +0100
      From:
            Colin Phipps <cph@cph.demon.co.uk>
Organization:
            Customer of Energis Squared
Newsgroups:
            rec.games.computer.doom.editing

I happened across an interesting bug report today buried in my old email.
Suppose you have a secret sector that is, say, one of those donut pillar
arrangements. You trigger it, and Doom moves it around and changes the
floor and sector types to null out any nukage. In the process it will zap
the sector's special value, so it will forget that the sector is secret.
That stops you getting 100% secrets. I'm told, but haven't checked yet,
that this occurs in the original levels.

So, is this an engine bug or a level design bug? There's nothing to stop
the engine from keeping the secret flag for a sector separately; Boom
already has some extra accounting in there in order to mark
ex-secret-sectors on the automap.

In theory, the reverse can also happen - use a change-floor-and-sector-type
to make a sector become secret. Has this even been used as a feature? You
could make a sector become secret after the player has passed it, which
might be a neat feature in fact. If so, I definitely should not fix the
"bug" because it can be useful.

Or, I could simply adjust the count of secret sectors on the fly - whenever
the special value for a sector is changed by a linedef, check if it has
become or ceased to be secret, and change Doom's internal secret count. The
only drawback of that is it would defeat really clever levels using the
above trick (you could have an unreachable secret, then use the trick above
to create a reachable secret to make up for it, so player gets 100% iff
they create and find the secret).

This is all just theoretical rambling; anyone seen or used this stuff?
--
Colin Phipps <cph@cph.demon.co.uk>   http://www.cph.demon.co.uk/
Vile
player
Posts: 146
Joined: 04.02.2002 08:41

Re: Secret %

Post by Vile »

That sounds amusing.  If that were the case, and you could create new secret sectors during play, then perhaps it's possible to score over 100% secrets like you can with revived monsters in that category.  ???
xit-vono
player
Posts: 183
Joined: 15.01.2003 01:01

Re: Secret %

Post by xit-vono »

whoa that's crazy.  I dunno if you can make over 100% though.  You can't tag the same sector more than once so maybe if this whole thing is based on sector numbers then this new sector will be the same sector as one of the old ones.
cph
noob
Posts: 3
Joined: 30.11.2001 01:00
Location: 0

Re: Secret %

Post by cph »

[quote]
That sounds amusing.
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