Slope Vertexes
Slope Vertexes function differently to how they are implemented in GZDoom Builder. At the moment, they have to be placed at the corners of a sector that only has 3 vertexes, and the sector floor planes are manipulated to pass through them.
In SRB2, linedef types 704 (frontside floor), 705 (frontside ceiling), 714 (backside floor) and 715 (backside ceiling) are required to set up a vertex slope. There are two ways to configure this. In addition, there is a third possible usage of Slope Vertexes. (It's not currently in SRB2, but I want it in - and if you can make it happen Red'll be motivated enough to make it happen...)
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HIGH PRIORITY - the tag of these must be the same as the angle of three instances of Mapthingnum 750 (#chaosisntdeadyet). The upside is that these mapthingnums can be ANYWHERE in the map, not inside the sector which is being sloped via verticies. -
Medium Priority - if the NO KNUCKLES flag is applied to the linedef, the previous method of determining the slope is ignored. Instead, the TAG, the X OFFSET and the Y OFFSET are used as the three seperate angles of mapthingnums to use as the vertecies of the slope. -
Medium Priority - if the NO KNUCKLES flag is applied to ANY OTHER slope linedef type, the slope is shifted up or down until it passes through a Slope Vertex of angle the same as the linedef type's tag. If the linedef type affects both Floor And Ceiling, the floor slope goes through vertex of angle tag and the ceiling slope goes through vertex of angle tag+1. Visual explanation: http://i.imgur.com/bmSJWfI.png -
HIGH PRIORITY - bug: in 3D mode, if slope vertexes are in the sector affected they're rendered doubly above the position they're supposed to be (ie: their height is relative to the new slope plane, not the original flat sector) -
HIGH PRIORITY - bug: You can set their height to negative by scrolling the mousewheel down in 3D mode, and this leads to a negative flags value... which looks fine in the editor but leads to a very borked slope sector. -
HIGH PRIORITY - bug: If you place a slope vertex on a sector border, Zone Builder will sometimes assign it as belonging to a different sector than SRB2 does, leading to incorrectly sloped sectors. This is because Zone Builder uses the blockmap to find the sector, while SRB2 uses the BSP tree. To fix it, invoke the nodebuilder (without reject building) when entering Visual Mode with unsaved changes and then read from the BSP tree. Include an option to turn this off and use the blockmap instead.