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Secret doors appear as regular doors when hitting Tab (Map)

Posted: Sun Jan 22, 2012 9:15 am
by dragonbait
I have some secret doors implemented in my mod, however when clicking on [tab], to view the map, it appears that my secret doors are visible to anyone viewing the map.

I have in my walls.cfg file the following...

Code: Select all

#zzshrineWalls.cfg
#Nodename Filename Collision(non-zero=true)Special Type(0=standard, 1=secret door,-1=floor tile)Height (default=1,max 4)
zzstonepatternD pics/walls/zzstonepattern.dat   0   1
Is there some extra trick that fools the map into thinking the secret door is a wall and thus not show the obvious door that it is on the [tab] map screen?

I realize that my question may fall upon deaf ears as the DW seems a game long forgotten now, but if anyone has any suggestions it would be greatly apprecialted.
:wink:

Posted: Tue Jan 24, 2012 4:01 am
by Growler
No idea, but..a possible workaround: somehow disable the [Tab] map?

Or.. somehow blackout the area--as far as the [tab]map is concerned?

Hey, at least you've now given us a sweet hint! :P

Btw, were there any (or many?) secret doors in DW??

Posted: Tue Jan 24, 2012 6:21 am
by dragonbait
Well, I went through the wall files to see if I could find any instances of Special Type 1, but there just doesn't seem to be any.

Some things that I found of interest.....

Origen uses an invisible wall in the TotE mod

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#DK_Cave_Wall
#Nodename       Filename    Collision(non-zero=true)
Invis	pics/walls/invisi.dat		1	0
The Guard Tower has hidden doors
(but according to the code, they too would also appear as regular doors in the tab map)

Code: Select all

#gtowerwalls2
#Nodename       Filename    Collision(non-zero=true)
Wall             pics/walls/towerwall.dat 1
Door             pics/walls/housedoor01.dat 0
HiddenDoor       pics/walls/towerwall.dat 0


#gtowercells2
# Hidden Doors
#<Cell name>    <N Wall>   <W Wall>   <S Wall> <E Wall><type><floor><garnish>
HiddenDoor1	NULL       HiddenDoor Wall     NULL     0
HiddenDoor2	HiddenDoor Null       Null     Null     0
The hidden door uses the same image as does the towerwall, so it would look like a wall in the 3d view, but acts as a regular door as the collision is set to 0 but there is no Special Type so anyone hitting tab would be able to find the hidden door.

Also, the Guard Tower Level 2 doesn't even use gtowerwalls2.cfg (containing the hidden doors), and neither do the other guard tower levels.

Guard Tower Level 2 uses gtower2walls.cfg so unless there is some sort of switcheroo that happens in the Guard tower that modifies the map configuration to change the wall config file to gtowerwalls2.cfg (doubtful), then the hidden doors were never even used.

I haven't checked Origen's BT mod though. May have to look into that.

In regards to disabling the map, I don't think that's possible with only the modding tools we've been given.

Posted: Wed Jan 25, 2012 7:47 pm
by Growler
Surprising that no secret doors were used in DW!?
But I didn't recall any..half figured I'd simply missed 'em. :?

Wonder if they didn't implement secret doors Because the [tab]map showed them--and they were waiting for that 'bug' or whatever to be fixed?

Well, if ye can't disable the map, then just post a serious *WARNING* to anyone daring to use it while anywhere near a possible [secret] door ;)

Posted: Wed Jan 25, 2012 7:50 pm
by Growler
Hey, anyone else been getting error messages when attempting to post here recently? (past week or two)
The message appears to get posted in spite of the error message indicating otherwise.. kinda..funky. :? :roll: :?

Posted: Wed Jan 25, 2012 7:52 pm
by Growler
Copy of error message when attempting to post previous message (one re the getting of post-error messages! ?)

General Error

Ran into problems sending Mail. Response: 554 5.5.4 shifting-suns.com is not a domain hosted on this web server. Please contact technical support if you wish to bypass this check.

DEBUG MODE

Line : 165
File : smtp.php
Substance : crack
Variance : moderate

Posted: Thu Jan 26, 2012 8:16 am
by dragonbait
Growler wrote:Wonder if they didn't implement secret doors Because the [tab]map showed them--and they were waiting for that 'bug' or whatever to be fixed?
Probably. Oh well.

+ yeah I get some of those error messages when posting also.

Posted: Fri Jan 27, 2012 5:37 pm
by chaney
I get them as well. That was why some of my early messages were posted twice. I didn't realize they were posting, and re-posted. I make it a habit to ctrl c what I type, just for sit's like that. I looked through The BT mod, and couldn't find any invisible doors.

Posted: Tue Jan 31, 2012 7:37 pm
by origen
Yeah, secret doors was never really implemented properly in the game, so they always show up on the map. Two of my bigger mapping complaints was that you could never really have a secret door without it showing up, and every wall can be phased, or warped, whatever it is called in DW. It really made a lot of the cool (or evil) tricks impossible to implement as it was too easy to get around them.

Posted: Wed Feb 01, 2012 4:29 am
by Growler
O-man, I feel yer pain..always tuff when one can't pursue evil deeds to their (un?)natural max.. still, it's kinda good to have ye back.

If only (ok, mostly) to pick-axe. :twisted:

Posted: Wed Feb 01, 2012 4:55 am
by chaney
There were walls where those spells didn't work.