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   Author  Topic: Secret %  (Read 111 times)
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Secret %
« on: August 9th, 2002, 5:13am »
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cph mentioned this in rcgd; I thought it was interesting...
-------------------------------------------------------
Sub ject:
            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/
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Re: Secret %
« Reply #1 on: August 9th, 2002, 5:33am »
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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.  
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Re: Secret %
« Reply #2 on: August 9th, 2002, 9:04am »
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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.
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Re: Secret %
« Reply #3 on: August 9th, 2002, 9:45pm »
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on August 9th, 2002, 5:33am, stx-Vile wrote:
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. �


It's possible... but I can only manage it with Boom linedefs so far. All the Doom sector special transfer triggers are walk triggers, so the player nulls the secret attribute before it's transferred (the Doom specs give the donut trigger 9 as a transfer switch trigger but it seems to actually null the special value always).

Using Boom generalised linedefs I have a test level that gets 200% secrets. Could be a neat trick for WAD authors, creating secret sectors after the player has passed them.
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