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Duke Nukem => Duke Nukem 3D Editing => Topic started by: Trooper Dan on January 18, 2007, 07:48:38 AM



Title: IS IT POSSIBLE?
Post by: Trooper Dan on January 18, 2007, 07:48:38 AM
YES


If you have a question about whether it is possible to do something with a Duke 3D mod, post it here.  Then refer back to this first post for your answer.

EDIT:  And no smart ass questions, like "Is it possible to have true sector-over-sector?" or "Is it possible to have more than 16384 sprites in a map?"


Title: Re: IS IT POSSIBLE?
Post by: DarkCaleb on January 18, 2007, 08:34:31 AM
oke was just wondering is it possible to make something like in the dragonball z quake3 mod, that you can see the whole time the player from behind and to all the actions he's doing ?(more like 3dperson shooter)

[attachment deleted by admin]


Title: Re: IS IT POSSIBLE?
Post by: James on January 18, 2007, 05:00:40 PM
^ Yes, I don't see why not :)

Anyways, this is a great thread idea - stickied :ph34r:


Title: Re: IS IT POSSIBLE?
Post by: Geoffrey on January 18, 2007, 05:02:22 PM
Didn't DT say in some other thread that it was really hard to get that third-person thing working right?


Title: Re: IS IT POSSIBLE?
Post by: James on January 18, 2007, 05:17:38 PM
Didn't DT say in some other thread that it was really hard to get that third-person thing working right?
I'm sure he said that it was more that it would feel weird than be hard to do.


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on January 18, 2007, 10:23:58 PM
It's tempting to take up the challenge, but who would make the rest of the game?  Not me.  The 3rd person view only makes sense in certain kinds of games, and vanilla Duke 3D isn't one of them.  So it would be part of a TC that would never be finished.


Title: Re: IS IT POSSIBLE?
Post by: CryptoproctaFerox on January 20, 2007, 10:51:11 PM
Is it possible to make an explosion spawning RPG missile?

You know when u shoot a RPG it spawn smoke until it explode.

But like if a certain monster or object shoot it and it spawn a trail of explosion that hurt (if close) instead of smoke?


Like you can make diff explosion volume,
Like in my TC and other TC if spawn by that monster size at 188 188 (bigger explosion)
or semi-trasparent explosion (like hydrogen explosion) example.

But can we make an RPG that spawn explosions until it hit?


Title: Re: IS IT POSSIBLE?
Post by: CryptoproctaFerox on January 23, 2007, 08:25:10 PM
is it?


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on January 23, 2007, 10:37:04 PM
is it?

I already answered this in the first post of the thread.


Title: Re: IS IT POSSIBLE?
Post by: CryptoproctaFerox on January 24, 2007, 12:09:33 AM
so whats the code for it, or if already there where is it cause search engine is bugged  :ph34r:


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on January 24, 2007, 12:50:23 AM
so whats the code for it, or if already there where is it cause search engine is bugged  :ph34r:

You need to read about defineprojectile on the EDuke32 Wiki.  You will define a projectile that is similar to an RPG, but uses EXPLOSION2 as the trail actor.  You can set the size of the trail using defineprojectile.  If you want the size to depend on the actor who spawned it, then you can either set it at the time it is fired using eshoot and setactor[RETURN], or you can resize it using EVENT_EGS.  I realize that you don't understand what I've just told you, which is why you need to study the Wiki, study other people's code and do some experiments.


Title: Re: IS IT POSSIBLE?
Post by: Quakis on February 02, 2007, 01:56:43 AM
Even though I could check the first post, but I'd rather check. Is it possible to set the player camera elsewhere, fixed at a certain angle/pitch that follows a controllable actor? (Think, Isometric 3rd person games)


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on February 02, 2007, 08:35:44 AM
Even though I could check the first post, but I'd rather check. Is it possible to set the player camera elsewhere, fixed at a certain angle/pitch that follows a controllable actor? (Think, Isometric 3rd person games)

I don't see why not.  It might be difficult to get it to work smoothly, though.  A lot of commercial games have had trouble with camera positioning.


Title: Re: IS IT POSSIBLE?
Post by: Mblackwell on February 02, 2007, 05:19:25 PM
It's completely possible. I've already done it once or twice :o.


Title: Re: IS IT POSSIBLE?
Post by: foleyben on February 19, 2007, 04:23:07 PM
Hey Mblackwell, is it possible you post the code for positioning the player, id like to see it.

Also, can anyone confirm if its possible for an actor to go to a spefic postion(eg highlighted sprite) and perform a function.

EG. activate a switch, or duck and fire his weapon.


Title: Re: IS IT POSSIBLE?
Post by: Puritania on March 10, 2007, 04:51:22 AM
When Duke is looking into the mirror he always got the RPG in his hands. Even if he
actually is using the shotgun.

  Is it possible to do something about that?


Title: Re: IS IT POSSIBLE?
Post by: CryptoproctaFerox on March 10, 2007, 04:59:39 AM
I dunno but i think

More frames like him holding diff guns or no weaps, etc


Title: Re: IS IT POSSIBLE?
Post by: Telee on March 10, 2007, 05:06:53 AM
Would require many frames for each of the weapons as well as some code.


Title: Re: IS IT POSSIBLE?
Post by: Fulsam on March 10, 2007, 05:26:24 AM
IS IT POSSIBLE?

To make quad-doors?

I mean doors that are divided in to four parts and slide diagnaly out of sight?


This is currently being tested.


Title: Re: IS IT POSSIBLE?
Post by: Quakis on March 10, 2007, 05:30:05 AM
Pascal did a similar effect with his advertisments in a Roch map. So it should be possible to make a door with the effect (possibly switch activated)


Title: Re: IS IT POSSIBLE?
Post by: CryptoproctaFerox on March 10, 2007, 08:42:33 AM
Quote
IS IT POSSIBLE?

To make quad-doors?

I mean doors that are divided in to four parts and slide diagnaly out of sight?


This is currently being tested.

it reminds of a new door in my TC that opens in 4 parts

example

X "Close"

  V
>   <  "Open"
  ^


Title: Re: IS IT POSSIBLE?
Post by: FreeFrag on March 14, 2007, 05:56:24 AM
When Duke is looking into the mirror he always got the RPG in his hands. Even if he
actually is using the shotgun.

  Is it possible to do something about that?

Use EDuke to grab the weapon the player is holding, then change the player's "actions" (and model) to reflect the difference.


Title: Re: IS IT POSSIBLE?
Post by: Sang on April 21, 2007, 09:31:12 PM
IS IT POSSIBLE

to have the player travel back and forth between levels? (ie Half-Life or Deus Ex). Already in the "planning" stages of my next map (nothing final yet), I want to make it a city-like thing but I also want to have big enterable buildings (like a business suite and a hotel), from which you'd also be able to enter the roof. I don't feel like making it all out of sprites so I was thinking when you enter the door (or "use" it), you'll be taken to another level.

For example, pressing the door of a hospital would take you to map E1L6 or something, and pressing the door of hotel would take you to E1L7. And when you feel like leaving, just press the door again and you'll be taken back to the city level.

So is that possible?


Title: Re: IS IT POSSIBLE?
Post by: Revenant on April 21, 2007, 09:45:02 PM
I don't think it is as of yet. You'd have to store information about the map in a separate external file which would be loaded each time you'd enter the map. You'd also have to code how to position the player. Remember that the brown arrow sets the start location normally. You'd have to use a coordinate system I think. I'm not too sure about this as I have only occasionally glanced at the duke source.

I'll let TerminX or DeeperThought fill me in/correct me on this one.


Title: Re: IS IT POSSIBLE?
Post by: Sang on April 21, 2007, 09:51:29 PM
Well, read this thread: http://forums.3drealms.com/vb/showthread.php?t=26333

I'm getting some sort of "it's possible" vibe from it but I'm not sure. Hence me asking again :o


Title: Re: IS IT POSSIBLE?
Post by: James on April 21, 2007, 10:09:19 PM
Yes it is possible. It's a lot of work, but it's definitly possible.


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on April 21, 2007, 10:36:08 PM
You could put a special sprite in the sector just past the door, which would execute a startlevel command when the player enters its sector.  The sprite would also move the player to a specific location, instead of the regular starting point of the map.  In the map it takes you to, a special sprite taking the player back to the first map would be on the opposite side of the door (the way you came in).  That's the easy part.  The hard part is if you want the game to remember what happened in the map you left, so things are still that way when you come back.


Title: Re: IS IT POSSIBLE?
Post by: Sang on April 21, 2007, 11:37:43 PM
The hard part is if you want the game to remember what happened in the map you left, so things are still that way when you come back.

Yeah, that would be the case. :o

Of course, if it's not possible (or if it's so much work no one is willing to do), I could just lock these places with a key the player has to find. There would only be one such enterable building then, which will lead to the next map but you can't back out from it anymore - that way, I can have several smaller, less complex buildings, somewhere in them you'll find the key(s) leading to a new level with a very big building. Could do it like that..


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on April 21, 2007, 11:59:37 PM
Gamevars can be used to save what has happened in the map, but it's not practical to use them to store large amounts of data.  You would need to pick and choose which things you want to save.


Title: Re: IS IT POSSIBLE?
Post by: Sang on April 22, 2007, 12:26:35 AM
Well, the big priority would be for it to remember the enemies you've killed and the doors you've unlocked. Stuff like "fire extinguisher destroyed" or "glass destroyed" is totally irrelevant.


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on April 22, 2007, 01:39:27 AM
Well, the big priority would be for it to remember the enemies you've killed and the doors you've unlocked. Stuff like "fire extinguisher destroyed" or "glass destroyed" is totally irrelevant.

Rather than having it remember every enemy you've killed, it would be much easier to confine yourself to a few things like which keys have been picked up, which switches have been pulled, which bosses have been defeated, etc.  Just like in those classic console games, like Legend of Zelda.  If you want it to save something about the smaller enemies, you could have a few monster spawners in each level that could be permanently destroyed.


Title: Re: IS IT POSSIBLE?
Post by: Sang on April 22, 2007, 01:49:47 AM
If you want it to save something about the smaller enemies, you could have a few monster spawners in each level that could be permanently destroyed.

How would that work?


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on April 22, 2007, 02:46:52 AM
If you want it to save something about the smaller enemies, you could have a few monster spawners in each level that could be permanently destroyed.

How would that work?

There would be global gamevars corresponding to the various spawners, and they would remember whether a given spawner has been killed, so that if the map loads again, the dead ones are immediately deleted.  A var could also be used as a bit field to store more about an actor than whether it is dead.  In principle, various things about many actors could be kept track of that way.  However, it would be a pain.  AFAIK, each gamevar has to be referenced by name, so the name of each individual gamevar has to appear separately in the code.  Per-actor vars are wiped on map load, so those would be useless.  The only other way I can think of to do it would be to use quotes as data storage, but that would require at least one command for reading the quotes as data, and I don't there is such a command.


Title: Re: IS IT POSSIBLE?
Post by: James on April 22, 2007, 02:49:14 AM
DT, there's a command which allows you to save gamevars to the config file, and then read them again at a later time. I use it in IW for unlocking bonus stuff .etc


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on April 22, 2007, 03:02:40 AM
DT, there's a command which allows you to save gamevars to the config file, and then read them again at a later time. I use it in IW for unlocking bonus stuff .etc

I know.  I use it in DNWMD for saving the player's high scores.  I don't see how that command would be of any help here.


Title: Re: IS IT POSSIBLE?
Post by: James on April 22, 2007, 03:43:08 AM
Fair enough - I didn't think it would either but by the sound of your post I thought you didn't know about that command, but you do heh :)


Title: Re: IS IT POSSIBLE?
Post by: Sang on April 22, 2007, 05:48:22 PM
Hmmz. Well - I'll just make the map first and then we'll see ;)


Title: Re: IS IT POSSIBLE?
Post by: Dr. Kylstein on May 01, 2007, 08:14:50 AM
Most games I've played have had limited "persistence" as it's called. I think relatively few games  (mostly rogue-likes in my experience) keep track of everything. That would probably require saving the complete state of the level like in the EDuke32 debug maps.


Title: Re: IS IT POSSIBLE?
Post by: DavoX on May 01, 2007, 09:53:00 AM
You could make it like when you finish a map and enter the second map, the first one doesn't finish, it's just in standby mode, so when you come back it picks it up again in memory, could that work?


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on May 01, 2007, 12:41:24 PM
You could make it like when you finish a map and enter the second map, the first one doesn't finish, it's just in standby mode, so when you come back it picks it up again in memory, could that work?

Congratulations, you've thought of something that is utterly impossible!


Title: Re: IS IT POSSIBLE?
Post by: DavoX on May 01, 2007, 02:04:57 PM
What did i win ?  :ph34r:


Title: Re: IS IT POSSIBLE?
Post by: Sang on May 01, 2007, 06:14:13 PM
MY COCK IN YOUR MOUTH

Spam aside, I think the effect I mentioned could be done just as well with teleporters, non? It's practically the same thing; the door would work as a switch and would activate a teleporter.. teleporting you to some faraway side of the map with the building interior. That means there won't be any windows, but gotta sacrifice something, I guess.

I'm not sure the "switch-then-teleport" thing would work so it'd most likely be just a teleport when you approach the door.


Title: Re: IS IT POSSIBLE?
Post by: FreeFrag on May 01, 2007, 11:51:35 PM
Well, the big priority would be for it to remember the enemies you've killed and the doors you've unlocked. Stuff like "fire extinguisher destroyed" or "glass destroyed" is totally irrelevant.

Rather than having it remember every enemy you've killed, it would be much easier to confine yourself to a few things like which keys have been picked up, which switches have been pulled, which bosses have been defeated, etc.  Just like in those classic console games, like Legend of Zelda.  If you want it to save something about the smaller enemies, you could have a few monster spawners in each level that could be permanently destroyed.

In other words: If you're aiming for something a little higher than typical arcade game standards, you should probably wait until level states can be stored in game saves, or something.


Title: Re: IS IT POSSIBLE?
Post by: Revenant on May 02, 2007, 12:05:39 AM
Well, it could work if we can dump the data of a level into a file for recalling later. Another way is to make the engine write a new map from the information of the level.

Oh I don't know to be honest...


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on May 02, 2007, 12:29:01 AM
I don't think TerminX has any plans to add support for map caching.  I'll bet he could be persuaded, though, if there were one or more projects in the works that (i) actually needed to use it, and (ii) had a realistic chance of being finished.  Otherwise, what's the point?  I have plans for a couple of projects that will end up using a hub system, if they get finished (Duke Nukem Arena and Mario Nukem), but in these cases I think gamevars will be sufficient.


Title: Re: IS IT POSSIBLE?
Post by: Quakis on May 02, 2007, 01:11:04 AM
The hub system could be pretty useful in my project actually, depends how far I get into development - another one for the count I guess.


Title: Re: IS IT POSSIBLE?
Post by: Sang on May 02, 2007, 01:12:21 AM
I don't think TerminX has any plans to add support for map caching.  I'll bet he could be persuaded, though, if there were one or more projects in the works that (i) actually needed to use it, and (ii) had a realistic chance of being finished.

Well, IF (I don't know shit about programming or coding so this is an IF-post) it's not too hard to code in hubs I think he should just do it.


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on May 02, 2007, 03:40:14 AM
I don't think TerminX has any plans to add support for map caching.  I'll bet he could be persuaded, though, if there were one or more projects in the works that (i) actually needed to use it, and (ii) had a realistic chance of being finished.

Well, IF (I don't know shit about programming or coding so this is an IF-post) it's not too hard to code in hubs I think he should just do it.

I don't know how hard it would be, but I imagine it working like this:

There is a pre-defined gamevar MAPCACHE.  If MAPCACHE is set to 1, the following things happen --

(i) When the player exits a map, a copy of the map in its current state is created (much like with DNDEBUG) and placed in a directory associated with the current game.  In addition, the state of all of the per-actor gamevars is saved in a separate file.

(ii) When the player enters a map, the game checks to see if there is a cached copy of it for the current game, and if so, loads it along with the associated per-actor vars.

If for some reason you wanted to reset a map to normal, there could be a command deletecache <LEVEL> which would do that.  Anything else could be done with existing con commands.


Title: Re: IS IT POSSIBLE?
Post by: DavoX on May 02, 2007, 04:44:53 AM
What about the game just saving like normal save and then when you go back it loads but with the player facing the direction you came, like you choose where is north, where is south, etc, so the player would always face the correct direction, that way it doesn't matter if you switched maps walking backwards...because you'll face the next map backwards like normal.


Title: Re: IS IT POSSIBLE?
Post by: Revenant on May 02, 2007, 05:12:38 AM
I come to think of sector manipulation like blown up cracks, earthquakes and of course, opened doors. I don't think it should be too hard to make the game check these sector "states" and dump them into a cache file. Of course I am not the coder so I am not going to put up some extreme wish list for TerminX who already is putting a lot fo energy and passion into Eduke32.
I am just thinking out of my old programming knowledge. No, I am not familiar with C, C++ but I had my fair share of time with Turbo Pascal back in the DOS days. I was a pretty decent programmer back ten. Then I moved to Delphi, but I couldn't figure that out propery
ly. Bah, I ranted OT again what the hell.


Title: Re: IS IT POSSIBLE?
Post by: Sang on May 02, 2007, 05:22:12 AM
Quote
I come to think of sector manipulation like blown up cracks, earthquakes and of course, opened doors. I don't think it should be too hard to make the game check these sector "states" and dump them into a cache file.

Judging from DT's posts it seems hard. Dunno though.


Title: Re: IS IT POSSIBLE?
Post by: DavoX on May 02, 2007, 05:27:32 AM
People, the game saves the map state when you press F6, only thing that should be done is checking from which direction the player has entered the new map and viceversa.


Title: Re: IS IT POSSIBLE?
Post by: Revenant on May 02, 2007, 05:56:03 AM
LOL! That post made me feel they way you do when you're searching for your glasses and come to find that you're already wearing them.


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on May 02, 2007, 08:41:20 AM
LOL! That post made me feel they way you do when you're searching for your glasses and come to find that you're already wearing them.

Trust me, you're not wearing them.


Title: Re: IS IT POSSIBLE?
Post by: Thedutchjelle on May 18, 2007, 04:19:51 PM
Is it possible to make vehicles in Dn3D with the unported version like this:

You approach a 'vehicle sprite' (let's say the tank). If you press on the nuke button behind it, you get 'inside the tank', your frames get replaced with those of the tank so other players see you as a tank, and in the FPS mode you get a 'frame' around your screen (same idea as with the scuba mask).
It might be neccesary to block certain functions, as a strafing and jumping tank would look odd.
For the health of the tank, you can give the player inside a high armor count and make any damage inflicted on him substract from armor alone.

I can't program this myself, i was just wondering if it is possible :)


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on May 18, 2007, 09:38:50 PM
Is it possible to make vehicles in Dn3D with the unported version like this:

You approach a 'vehicle sprite' (let's say the tank). If you press on the nuke button behind it, you get 'inside the tank', your frames get replaced with those of the tank so other players see you as a tank, and in the FPS mode you get a 'frame' around your screen (same idea as with the scuba mask).
It might be neccesary to block certain functions, as a strafing and jumping tank would look odd.
For the health of the tank, you can give the player inside a high armor count and make any damage inflicted on him substract from armor alone.

I can't program this myself, i was just wondering if it is possible :)

You can do a lot of that stuff in the old con system, but you will need an enhanced port to do all of it.  Time to get a PC.


Title: Re: IS IT POSSIBLE?
Post by: DavoX on May 19, 2007, 04:49:01 PM
Is it possible to make the player start and look himself in the mirror and you can see that you're for example "PlayerModel1" and then further in the game, in a latter map...you see in the mirror again and you see "PlayerModel2" ?

Also is it possible to script the camera to look at yourself in the mirror without the player being able to look away in those 3 seconds?


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on May 19, 2007, 09:59:49 PM
Remember, in most cases your question is answered in the first post of this thread.


Title: Re: IS IT POSSIBLE?
Post by: DavoX on May 20, 2007, 05:39:38 AM
Most cases don't mean ALL cases, that's why i still have to ask  -_-


Title: Re: IS IT POSSIBLE?
Post by: DavoX on May 22, 2007, 05:04:54 PM
Is it possible that when you step into a secret area a sound plays? (without having to add a hidden door with a musicandsfx)


Title: Re: IS IT POSSIBLE?
Post by: DavoX on May 23, 2007, 07:39:46 AM
What's the point of having this thread if the answer is always the first post?   :rolleyes:  (n)


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on May 23, 2007, 08:46:35 AM
What's the point of having this thread if the answer is always the first post?   :rolleyes:  (n)

It was a joke thread.  I didn't expect people to take it seriously.


Title: Re: IS IT POSSIBLE?
Post by: DavoX on May 24, 2007, 04:26:43 AM
Let's take it seriously then  (y)  :ph34r:

Is it possible to make a modelled enemy lose it's skin file for several seconds and then recover it, like...turning invisible and visible again?


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on May 24, 2007, 06:25:23 AM
Let's take it seriously then  (y)  :ph34r:

Is it possible to make a modelled enemy lose it's skin file for several seconds and then recover it, like...turning invisible and visible again?

You can't make it "lose its skin file" but you can certainly turn it invisible easily enough.


Title: Re: IS IT POSSIBLE?
Post by: DavoX on May 24, 2007, 06:51:19 AM
Excellent  :ph34r:


Title: Re: IS IT POSSIBLE?
Post by: DavoX on May 25, 2007, 12:18:42 AM
Is it possible to make an enemy produce an earthquake?


Title: Re: IS IT POSSIBLE?
Post by: James on May 25, 2007, 12:22:08 AM
Is it possible to make an enemy produce an earthquake?
Yes

you could either get it to trigger a Earthquake you've built into the map itself, or you could code it to shake the screen and simulate one.


Title: Re: IS IT POSSIBLE?
Post by: DavoX on May 25, 2007, 12:29:05 AM
AWESOME  :mellow:


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on May 25, 2007, 01:45:34 AM
Is it possible to make an enemy produce an earthquake?
Yes

you could either get it to trigger a Earthquake you've built into the map itself, or you could code it to shake the screen and simulate one.

I guess you aren't aware that there is now a con command for making an earthquake:

quake <NUMBER>

Where <NUMBER> is the number of counts it lasts.  It doesn't shake the screen very much, but there might be an additive effect of having multiple quakes going at once (I haven't tested that).


Title: Re: IS IT POSSIBLE?
Post by: DavoX on May 25, 2007, 02:00:42 AM
 :wacko: :wacko: :wacko: EXCELLENT  :wacko: :wacko:


Title: Re: IS IT POSSIBLE?
Post by: James on May 25, 2007, 02:07:25 AM
Is it possible to make an enemy produce an earthquake?
Yes

you could either get it to trigger a Earthquake you've built into the map itself, or you could code it to shake the screen and simulate one.

I guess you aren't aware that there is now a con command for making an earthquake:

quake <NUMBER>

Where <NUMBER> is the number of counts it lasts.  It doesn't shake the screen very much, but there might be an additive effect of having multiple quakes going at once (I haven't tested that).
Well shit

That definitly needs adding to the wiki. Do you mind if I do it?

EDIT: Well, I've gone ahead and added it - thanks for mentioning it to me as it proved useful for something in NS :)


Title: Re: IS IT POSSIBLE?
Post by: Sang on May 29, 2007, 04:42:34 AM
Is there any way to make ammo respawn, or be on the map permanently but only be able to be picked up once by a player, until he dies again (like the weapon pickups) because during my many coop games with Telee I noticed at least one of us had a shortage of ammo all the time - and it's annoying. :(


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on May 29, 2007, 05:09:04 AM
Is there any way to make ammo respawn, or be on the map permanently but only be able to be picked up once by a player, until he dies again (like the weapon pickups) because during my many coop games with Telee I noticed at least one of us had a shortage of ammo all the time - and it's annoying. :(

Ammo doesn't respawn in multiplayer?


Title: Re: IS IT POSSIBLE?
Post by: Sang on May 29, 2007, 05:33:28 AM
It doesn't in cooperative mode. Which sucks.


Title: Re: IS IT POSSIBLE?
Post by: Rusty Nails on June 01, 2007, 07:00:33 PM
Uh, I totally forgot, but can I have a skybox active in 8bit mode or does polymost have to be activated too?


Title: Re: IS IT POSSIBLE?
Post by: DaVince on June 01, 2007, 08:34:58 PM
Doesn't work in 8-bit.


Title: Re: IS IT POSSIBLE?
Post by: James on June 03, 2007, 03:31:59 AM
How do I use 'zshoot' to get an actor to shoot at the same angle (up and down I mean) as the player is? I know it's possible but I'm having a hard time doing it :/ Basically it's a player controlled turret that the player looks out of (via drawview) and I want it to shoot where the player's looking.

And also, I want a sprite to move just left or right - how would I do this? Any help is appreciated :)


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on June 03, 2007, 07:15:02 AM
To make enemies strafe, you have to use the movesprite command.

The gun thing:  I don't know the formula for translating between horiz and the amount of z in zshoot.  Get the player to control the gun first.  Then have it fire with some ratio of horiz to z that is just a guess, and make sure you can see the shots (have it shoot rpgs or something with a trail).  Then make corrections until you get the right formula (of course it depends on the speed of the projectile too).  Of course the correct method would be to read the source code and then derive an equation, but I've never had that much trouble doing it from observation (that is how I got the hitscan formula for having the hitscan go where the player is looking).


Title: Re: IS IT POSSIBLE?
Post by: James on June 03, 2007, 02:49:53 PM
I already tried doing that heh, but I was just stabbing in the dark - however I realise that I have a hitscan myself which aims where the player is shooting so it might not be a big stretch to get it working based on that. Thanks for the help :)


Title: Re: IS IT POSSIBLE?
Post by: grilox on August 14, 2007, 09:04:52 AM
Please oh please oh please oh PLEASE tell me there's a way to remove slimes from the game. I have never been able to go past E1L3 because of my intense irrational fear of those things.


Title: Re: IS IT POSSIBLE?
Post by: Telee on August 14, 2007, 09:21:40 AM
Just hold down quickkick when they're nearby. They'll die as soon as they touch you.

... That is, if you're using Atomic Edition. Does anyone even use 1.3d nowadays?


Title: Re: IS IT POSSIBLE?
Post by: grilox on August 14, 2007, 09:27:28 AM
But there are still the ones you dont notice until they craw up the screen. Those are the ones I really hate.


Title: Re: IS IT POSSIBLE?
Post by: DavoX on August 14, 2007, 09:31:15 AM
How old are you?


Title: Re: IS IT POSSIBLE?
Post by: grilox on August 14, 2007, 10:23:51 AM
I SAID my fear was irrational...


Title: Re: IS IT POSSIBLE?
Post by: DavoX on August 14, 2007, 11:27:17 AM
Still I want to know  :mellow:


Title: Re: IS IT POSSIBLE?
Post by: Sang on August 22, 2007, 04:52:56 PM
lol yes how old r u Davox please

Quote
But there are still the ones you dont notice until they craw up the screen. Those are the ones I really hate.

Yeah, just press quickkick, it also works if they're on the screen (if you're using Atomic - if you're still on 1.3d you'll have to shoot them with a weapon, preferably the pistol)


Title: Re: IS IT POSSIBLE?
Post by: DavoX on January 29, 2008, 02:56:09 AM
I need someone to tell me how to define a texture that is 512x512 with pal 0, 512x1024 for pal 10, and 512x1535 for pal 11, which is the best code to define that? Preferably using dummytiles.

EDIT: Nevermind, problem solved :)


Title: Re: IS IT POSSIBLE?
Post by: DavoX on March 07, 2008, 08:32:11 AM
I'm trying to make a portion of a texture glow via glow maps, the thing is, I can't make it glow always, when the texture has dark shade the glow part shades as well  , I need the non-glowing part to be affected by sector visibility but the glowing part to be always visible.


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on March 07, 2008, 08:39:06 AM
I'm trying to make a portion of a texture glow via glow maps, the thing is, I can't make it glow always, when the texture has dark shade the glow part shades as well  , I need the non-glowing part to be affected by sector visibility but the glowing part to be always visible.

So the glow map is not working at all?  I thought the whole point of a glow map was that the glowing point does not get affected by shade.


Title: Re: IS IT POSSIBLE?
Post by: DavoX on March 07, 2008, 09:09:13 AM
That's right :(. I'm defining it this way:

dummytile 3796 128 128
texture 3796 { pal 0 { file "resources/textures/glow.png" } }
             { glow { file "resources/textures/glow-glow.png" } }


The way I'm doing it is take the normal texture, then leave only the parts I want with glow in it and leave all the other stuff as alpha channel (transparency), My take is that you can use any color as long as it's not transparent, right? Maybe I'm wrong at something...


Title: Re: IS IT POSSIBLE?
Post by: TerminX on March 08, 2008, 03:51:53 AM
The glowmaps aren't affected by shade, but they are affected by the general fog in a sector.  This means that while they are brighter than the base texture they're applied to, they still aren't as bright as fullbrights.  The only way to fix this is to create a pixel shader to handle them, which Plagman hasn't gotten around to yet.


Title: Re: IS IT POSSIBLE?
Post by: Stan Galler on April 01, 2008, 01:16:51 AM
ok.. i know this is possible but i have no idea how to do it...

im making a singleplayer map (nowhere near done.. and its prolly gonna suck when it is)... and i want duke to go into outerspace (sectortaged as underwater). i try making the floors and ceiling paralaxed, but when i test it.. duke exploads when i set foot into the sector (it works when its unparalaxed). is there a special button that prevents this from happening?

(ive seen it done before on a dm map.. iwas able to warp out of a window and walk around unless i get too close to the train from one side to the other, or an airlock-trap thing)


Title: Re: IS IT POSSIBLE?
Post by: MSandt on April 01, 2008, 01:56:41 AM
Change its palette (Alt+P) to 3.


Title: Re: IS IT POSSIBLE?
Post by: Daedolon on January 20, 2009, 03:12:32 AM
Is it possible to use SectorEffectors to make blinking lights so that the ceiling won't be lit up at all?


Title: Re: IS IT POSSIBLE?
Post by: Gambini on January 20, 2009, 05:50:46 AM
Is it possible to use SectorEffectors to make blinking lights so that the ceiling won't be lit up at all?

Absolutely yes, and i think i had that idea a long time ago, making a new lighting system for DP (because itīs the topnotch mod nowadays imo) instead of the dynamic light, what is really impressive but little applicable on a map.

I figure this kind of effect this way: Things as SE3 but just for the floor or just for the ceiling with tagged walls that bright an X number plus than the original, instead of a global lighting, that way it would not loose the 2x4 lighting that any good level has. The posibility of turning on and off cyclers, using flickering sectors that changes the palette and making light tiles sprite-breakeables and with the same effect than ceiling/wall ones.


Title: Re: IS IT POSSIBLE?
Post by: Daedolon on January 20, 2009, 09:23:02 AM
What?

I'm not looking for any new con effects either, I'm just asking if it's possible with 1.5 vanilla. If not, I don't have any use for it.


Title: Re: IS IT POSSIBLE?
Post by: Gambini on January 20, 2009, 09:48:49 AM
What?

I'm not looking for any new con effects either, I'm just asking if it's possible with 1.5 vanilla. If not, I don't have any use for it.

okay... maybe if you are clearer next time. Thatīs not possible AFAIK but you could use some trick to hide the ceiling with floor-relative sprites placed in neighbor sector not affected by the SE.



Title: Re: IS IT POSSIBLE?
Post by: Sang on January 20, 2009, 10:45:09 PM
What?

I'm not looking for any new con effects either, I'm just asking if it's possible with 1.5 vanilla. If not, I don't have any use for it.

okay... maybe if you are clearer next time. Thatīs not possible AFAIK but you could use some trick to hide the ceiling with floor-relative sprites placed in neighbor sector not affected by the SE.



This could work if we're talking about small scale stuff.. In the lit up sector you could create a really tiny child sector that would not be affected by the SE (make it small enough so it would be invisible to the human eye) and then put a ceiling-aligned sprite in it.

But your design is probably pretty complex so it'd be pretty agonizing in that case.


Title: Re: IS IT POSSIBLE?
Post by: Daedolon on January 20, 2009, 11:17:06 PM
But your design is probably pretty complex so it'd be pretty agonizing in that case.

Are you talking to me or Gambini? I don't think I've posted screens like in two years -_-


Title: Re: IS IT POSSIBLE?
Post by: Sang on January 20, 2009, 11:22:50 PM
To you, I remember your screenshots looking pretty complex though.. Might've been the textures ;)


Title: Re: IS IT POSSIBLE?
Post by: HellFire on January 21, 2009, 01:57:56 AM
Is it possible to make the models dont disapear ? I mean, when you cant see the sprite itself, but the model should appear but its not rendered ? This is happening with some objects in my mod... this is so annoying, is there a way to solve this ?


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on January 21, 2009, 02:02:59 AM
In the Eduke32 menu, go to:

VIDEO SETUP -> RENDERER SETUP

and make sure that MODEL OCCLUSION CHECKING is set to NO.


Title: Re: IS IT POSSIBLE?
Post by: HellFire on January 21, 2009, 02:18:54 AM
thanks


Title: Re: IS IT POSSIBLE?
Post by: Gambini on January 21, 2009, 04:26:46 AM
What?

I'm not looking for any new con effects either, I'm just asking if it's possible with 1.5 vanilla. If not, I don't have any use for it.

okay... maybe if you are clearer next time. Thatīs not possible AFAIK but you could use some trick to hide the ceiling with floor-relative sprites placed in neighbor sector not affected by the SE.



This could work if we're talking about small scale stuff.. In the lit up sector you could create a really tiny child sector that would not be affected by the SE (make it small enough so it would be invisible to the human eye) and then put a ceiling-aligned sprite in it.

But your design is probably pretty complex so it'd be pretty agonizing in that case.

The tiny child sector idea would be quite annoying because when you canīt see the sector the sprite just dissapears.


Title: Re: IS IT POSSIBLE?
Post by: Sobek on January 21, 2009, 08:30:18 AM
In the Eduke32 menu, go to:

VIDEO SETUP -> RENDERER SETUP

and make sure that MODEL OCCLUSION CHECKING is set to NO.

That never helped me (I've always kept it off, when on it causes some glitches with models, like them being visible through walls randomly and such). The only way I've found to combat the models disappearing if the sprite they're based on isn't visible is to do one of two things;

A.) Make the sprite Wall Aligned. This works a good 90% of the time

or

B.) Make sure the sprite is in the same sector as the player. This is often impossible given most level designs, but works well for large outdoors areas. Sometimes, and this is totally random, even when in the same sector as the player the sprite will still need to be wall aligned.

Short version; Wall aligning a model typically stops it from vanishing even when the sprite it's based on is no longer visible. Doesn't always work though.


Title: Re: IS IT POSSIBLE?
Post by: HellFire on March 29, 2009, 02:49:53 AM
(im not sure if this is the right place to ask this, but...)
Whats the simpler way to convert an Source game 3dmodel ( half life 2 for example) into md3?
I mean what tools i need to do it...


Title: Re: IS IT POSSIBLE?
Post by: NIK on March 31, 2009, 05:57:34 PM
I'm use REVOLUTiON CSM SourceSDK SP3
Use "Studio Compiler" for converting to SMD and "WTF Explorer" for converting textures, then Milkshape-3d! for converting to MD3. (y)))

(http://cs-mapping.com.ua/tools/rev_sdk/rev_sdk_sp3_sdklauncher.gif)

REVOLUTiON CSM SourceSDK Download Link:
http://f60s.com/forums/p/223659/223659.aspx

Milkshape_3D Download Link:
http://www.izone.ru/soft_admin/go.php?action=download&id=5030&key=9197876



Title: Re: IS IT POSSIBLE?
Post by: HellFire on March 31, 2009, 11:04:38 PM
Thanks, I'm very grateful (http://amc.planetduke.gamespy.com/smf/Smileys/default/icon_tup.gif)


Title: Re: IS IT POSSIBLE?
Post by: MSandt on April 05, 2009, 07:39:50 AM
Is it possible to implement colorless fog without having to rely on colorless surfaces?

Edit: Is it possible to stop a "crusher" with a switch so that it stops permanently?


Title: Re: IS IT POSSIBLE?
Post by: moggimus on April 05, 2009, 09:08:56 AM
Is it possible to implement colorless fog without having to rely on colorless surfaces?

IDK but I assume you're talking about a DP feature.

Quote
Edit: Is it possible to stop a "crusher" with a switch so that it stops permanently?

Cover up the switch once it's been activated? Don't Masterswitches have a one-time use?

edit: Just tried the Masterswitch, doesn't work.


Title: Re: IS IT POSSIBLE?
Post by: MSandt on April 05, 2009, 09:49:23 AM
IDK but I assume you're talking about a DP feature.

It's a standard EDuke32 feature. Pal 26 (and several others) on any surface provides fog.

Quote
Cover up the switch once it's been activated?

I'll keep that in mind in case no one comes up with anything better.


Title: Re: IS IT POSSIBLE?
Post by: Sang on April 05, 2009, 05:13:30 PM
Colourless fog without using colourless surfaces? I guess that means you want to use the standard black sector shading fog thing, but that some floors/ceilings with a pal might change the colour?

All you need to do in that case is check the DEF file. I don't know what the line was for defining fog colours but you can check the readme for that.

Perhaps you meant something totally different but I wouldn't know what.


Title: Re: IS IT POSSIBLE?
Post by: MSandt on April 15, 2009, 12:42:24 AM
Okay, so how to find out correct lotag values for one-time sounds? At the moment I'm interested in that "this sucks" line but I have no idea what is its lotag.

Also, how to define the order in which camera views are displayed?


Title: Re: IS IT POSSIBLE?
Post by: moggimus on April 15, 2009, 01:30:13 AM
Okay, so how to find out correct lotag values for one-time sounds? At the moment I'm interested in that "this sucks" line but I have no idea what is its lotag.

Also, how to define the order in which camera views are displayed?

72  Duke "Ugh...this sucks!"
http://infosuite.dukerepository.com/index.php?page=sound_list

As far as I know the cameras go in reverse order(by sprite number), so the last one you placed should be the first one to show up. I think the only way to change it is to place them again.


Title: Re: IS IT POSSIBLE?
Post by: MSandt on April 15, 2009, 05:28:45 AM
Great list! Thanks. The camera thing worked as well. I initially thought it went the other way around but when it didn't, I was a bit puzzled.

Anyways, one more thing: With a switch or Touchplate you can activate various effects via Masterswitches. What I have is a building that's supposed to blow up and I want it to happen by blowing up a crack with explosive weapons. Can Masterswitches be activated this way? I tried this and only sectors with lotag 13 SEffectors blew up but those with lotag 32 ("ceiling fall") didn't get activated.


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on April 15, 2009, 05:35:28 AM
In the unlikely event that it turns out to be impossible to that using standard build tricks, I'd be willing to add an effect to DP.


Title: Re: IS IT POSSIBLE?
Post by: William Gee on April 15, 2009, 12:55:49 PM
How does your exploding building work? I'm guessing your trying to do something more complicated than your normal, "building falling down" effect, SE 13 placed on the roof.


Title: Re: IS IT POSSIBLE?
Post by: MSandt on April 15, 2009, 09:54:26 PM
How does your exploding building work? I'm guessing your trying to do something more complicated than your normal, "building falling down" effect, SE 13 placed on the roof.

There's a crack on a wall. When you shoot it, two sectors with a SE 13 on the ceiling get blown up (this is the only thing that works). Then one ceiling is supposed to come down with a SE 32 and a Masterswitch (lotag equal to the hitag of the SE). On top of this, a sequence of explosions (this happens) is supposed to blow up a nearby wall after a small delay (this doesn't).

With a Touchplate (or a switch) everything works but that's not the way I want it.


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on April 15, 2009, 10:12:39 PM
How does your exploding building work? I'm guessing your trying to do something more complicated than your normal, "building falling down" effect, SE 13 placed on the roof.

There's a crack on a wall. When you shoot it, two sectors with a SE 13 on the ceiling get blown up (this is the only thing that works). Then one ceiling is supposed to come down with a SE 32 and a Masterswitch (lotag equal to the hitag of the SE). On top of this, a sequence of explosions (this happens) is supposed to blow up a nearby wall after a small delay (this doesn't).

With a Touchplate (or a switch) everything works but that's not the way I want it.

I don't know if this helps, but there is code in Duke Plus (which as been there for a long time) which is supposed to make cracks activate things when they are blown up.  To make that happen, set the yvel of the crack to the tag number that is to be activated.  It should cause all activators, masterswitches and respawns with that tag to work.


Title: Re: IS IT POSSIBLE?
Post by: Sang on April 15, 2009, 10:14:20 PM
Masterswitches as delays only work with touchplates, IIRC. There is another function for the Masterswitch (as seen in E1L3), I think that's the only one that works with switches.


Title: Re: IS IT POSSIBLE?
Post by: MSandt on April 15, 2009, 10:32:12 PM


I don't know if this helps, but there is code in Duke Plus (which as been there for a long time) which is supposed to make cracks activate things when they are blown up.  To make that happen, set the yvel of the crack to the tag number that is to be activated.  It should cause all activators, masterswitches and respawns with that tag to work.

Brilliant! (I don't think this is mentioned in the guide, btw.)


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on April 15, 2009, 10:47:30 PM


I don't know if this helps, but there is code in Duke Plus (which as been there for a long time) which is supposed to make cracks activate things when they are blown up.  To make that happen, set the yvel of the crack to the tag number that is to be activated.  It should cause all activators, masterswitches and respawns with that tag to work.

Brilliant! (I don't think this is mentioned in the guide, btw.)

I'll add it to the guide now.  Here is what happened:  Mia Max requested the feature for a map he was working on in the DP thread at 3DR.  I added the feature, but then, IIRC, people told him that he didn't need it and could do his effect without code.  I thought maybe the feature was useless and not worth mentioning, but left it in just in case.  I never tested it, and I don't know if it was ever used.


Title: Re: IS IT POSSIBLE?
Post by: moggimus on April 16, 2009, 02:52:08 AM
...to turn sprites off in 2D mode? I know names can be toggled off, but having sprites gone completely would be a big help (and also if they weren't selected/copied when using alt/ins).


Title: Re: IS IT POSSIBLE?
Post by: Sang on April 16, 2009, 02:54:47 AM
the "delete" button might do it


I don't know if it's possible, I don't think so at least!


Title: Re: IS IT POSSIBLE?
Post by: Gambini on April 16, 2009, 06:20:08 AM
There is a way, i dont remember how, but i switched to it accidentally once.


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on April 16, 2009, 09:57:31 AM
There is a way, i dont remember how, but i switched to it accidentally once.

haha, and I'll bet that was hell of annoying when it happened.  "OMG, what happened to my sprites?  I want my sprites back!!"


Title: Re: IS IT POSSIBLE?
Post by: moggimus on April 16, 2009, 07:39:03 PM
There is a way, i dont remember how, but i switched to it accidentally once.

haha, and I'll bet that was hell of annoying when it happened.  "OMG, what happened to my sprites?  I want my sprites back!!"

What a pain in the ass. I haven't seen it documented anywhere so I'm guessing it's not possible.

Here's another question. Everybody uses hidden switches, right? Meaning, switches that you turn to face away from whatever surface they're on to give the illusion of interactivity with other objects. Well, in the HRP, those switches are models, so it doesn't really work because you can still see bits of them. Is there any way to fix that and make them fully invisible?

This thread should be renamed to the "Random Build Question Thread" or something.


Title: Re: IS IT POSSIBLE?
Post by: Sang on April 16, 2009, 08:19:40 PM
You could try using a maphack? But as far as I know sprite ID numbers change as you keep working on a map, so you'll have to make that maphack when you're completely done.


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on April 16, 2009, 09:31:21 PM
To make a sprite completely invisible, press F8 on the sprite in 2D mode and enter 32768 in the flags field.

This will only work on sprites that are not hardcoded to have a certain cstat when the game starts.


Title: Re: IS IT POSSIBLE?
Post by: Eddy Zykov on April 17, 2009, 01:56:12 AM
Hello guys. Is it possible with the help of 32 eduke code to make player could not save in the game, but could save only in special places? I need it to my Sonic 3D mod.


Title: Re: IS IT POSSIBLE?
Post by: Sang on April 19, 2009, 11:13:44 PM
This thread should be renamed to the "Random Build Question Thread" or something.

Second that! Been trying to make a bunch of sectors with simultaneously flickering lights and they work, except that the brightness goes way too dark. This is strange because my Sector Effectors and my sectors are of a proper shade value. Any hints as to what the problem is? Or is this just how flickering lights are supposed to work? (never used them much before so I don't know)


Title: Re: IS IT POSSIBLE?
Post by: moggimus on April 19, 2009, 11:38:06 PM
Second that! Been trying to make a bunch of sectors with simultaneously flickering lights and they work, except that the brightness goes way too dark. This is strange because my Sector Effectors and my sectors are of a proper shade value. Any hints as to what the problem is? Or is this just how flickering lights are supposed to work? (never used them much before so I don't know)

No I've had the same experience. I think in the classic renderer that doesn't happen but nonetheless I don't think there's anything that can be done about it.


Title: Re: IS IT POSSIBLE?
Post by: Sang on April 19, 2009, 11:58:45 PM
Oddly enough, "Random Lights after Shot Out" does seem to be working correctly.. Workaround time!


Title: Re: IS IT POSSIBLE?
Post by: Gambini on April 20, 2009, 03:50:16 AM
IIRC The shading difference between the SE and the sector must be above 4 to make it work properly.


Title: Re: IS IT POSSIBLE?
Post by: moggimus on April 24, 2009, 09:58:59 AM
Is there a flag or some setting that will prevent a surface from being affected by shading effects? (e.g. a random lights SE)

What I want is the floor of a sector to be affected but not the ceiling or walls.


Title: Re: IS IT POSSIBLE?
Post by: moggimus on April 24, 2009, 10:32:23 AM
A wall with a Hi-Tag of 1 will be excluded from shading effects.

Nope.


Title: Re: IS IT POSSIBLE?
Post by: Fernando on April 24, 2009, 10:38:25 PM
A wall with a Hi-Tag of 1 will be excluded from shading effects.

Nope.
Yes, but only for walls. It works for any of these SE:

  • 3: RANDOM LIGHTS AFTER SHOT OUT
  • 4: RANDOM LIGHTS
  • 8: UP OPEN DOOR LIGHTS
  • 9: DOWN OPEN DOOR LIGHTS
  • 12 LIGHT SWITCH

Floors and ceilings, in vanilla Duke are a no-no.


Title: Re: IS IT POSSIBLE?
Post by: Sang on April 24, 2009, 11:01:20 PM
4: RANDOM LIGHTS

That one does not seem to work.


Title: Re: IS IT POSSIBLE?
Post by: Gambini on April 25, 2009, 05:56:33 AM
Are you sure it doesnt work? remember guys that a red wall means TWO walls sticked, there is an unnoticeable difference between, and in order to tag them properly you must put the cursor at the correct side.



Title: Re: IS IT POSSIBLE?
Post by: moggimus on April 25, 2009, 08:18:56 AM
Are you sure it doesnt work? remember guys that a red wall means TWO walls sticked, there is an unnoticeable difference between, and in order to tag them properly you must put the cursor at the correct side.



Huh?


Title: Re: IS IT POSSIBLE?
Post by: Gambini on April 25, 2009, 09:04:54 AM
huh? what?

I know itīs almost incomprehensible but i do my best.

-------------

Now, watch the attached image and notice how in one of the two situations the cursor is in one side of the wall, and in the other example the cursor is at the opposite side of the same wall.

If the light effect is in the green X, and you tag the wall using the ĻwrongĻ way, nothing will happen because youīre tagging its backside.

I hope it gets clearer  :wub:


Title: Re: IS IT POSSIBLE?
Post by: ck3D on April 25, 2009, 09:24:49 AM
Are you sure it doesnt work? remember guys that a red wall means TWO walls sticked, there is an unnoticeable difference between, and in order to tag them properly you must put the cursor at the correct side.



Huh?

Basically he's saying that red walls are two-sided (as demonstrated by the possibility to have one-way walls) and in certain situations you might have to tag both sides separately in order for the desired effect to work properly. I thought it was quite clear.


Title: Re: IS IT POSSIBLE?
Post by: moggimus on April 25, 2009, 10:01:03 AM
Yeah, I knew that. I do wall tagging in 3D mode anyway.

Thanks for the effort though.


Title: Re: IS IT POSSIBLE?
Post by: M210 on April 28, 2009, 12:41:15 AM
Is it possible to make a projectile with animation?
Code: [Select]
defineprojectile NAPALMPR PROJ_WORKSLIKE 102402
defineprojectile NAPALMPR PROJ_HITRADIUS 300
defineprojectile NAPALMPR PROJ_SPAWNS EXPLOSION4
defineprojectile NAPALMPR PROJ_VEL 10
defineprojectile NAPALMPR PROJ_CLIPDIST 32
defineprojectile NAPALMPR PROJ_XREPEAT 32
defineprojectile NAPALMPR PROJ_YREPEAT 32
defineprojectile NAPALMPR PROJ_CSTAT 128

action NAPALM_FRAMES 0 3 5 1 5
useractor notenemy NAPALMPR 0 NAPALM_FRAMES enda
Delay between frame is 5, but it doesn't works for projectiles


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on April 28, 2009, 01:13:34 AM
see my reply at 3dr


Title: Re: IS IT POSSIBLE?
Post by: M210 on April 28, 2009, 02:25:53 AM
ok  -_- Thanks


Title: Re: IS IT POSSIBLE?
Post by: Eddy Zykov on May 08, 2009, 01:59:14 AM
Hello guys. How to make with help of eduke 32 code, when a player falls from great heights, he doesn't lose his health, and the screen doesn't quake?


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on May 08, 2009, 02:38:37 AM
Hello guys. How to make with help of eduke 32 code, when a player falls from great heights, he doesn't lose his health, and the screen doesn't quake?

Interfere with the falling_counter member of the player struct so it doesn't get so high.


Title: Re: IS IT POSSIBLE?
Post by: Insane_metalhead on May 08, 2009, 03:24:39 AM
Hello guys. How to make with help of eduke 32 code, when a player falls from great heights, he doesn't lose his health, and the screen doesn't quake?

Wiki?

http://wiki.eduke32.com/wiki/Prevent_fall_damage_or_falling_death


Title: Re: IS IT POSSIBLE?
Post by: Eddy Zykov on May 08, 2009, 03:30:16 AM
Yes, it helps, but game screen is still quake.


Title: Re: IS IT POSSIBLE?
Post by: M210 on May 16, 2009, 05:16:20 PM
How to get ID of enemy which was hit by a specific projectile?


Title: Re: IS IT POSSIBLE?
Post by: Eddy Zykov on May 31, 2009, 01:45:34 AM
Hello guys. Just wondering, it is possible to make Stayput code for Useractor Notenemy? I tryed one from eduke 32 wiki, but this code works only for Useractor enemys.


Title: Re: IS IT POSSIBLE?
Post by: James on May 31, 2009, 03:58:49 PM
Hello guys. Just wondering, it is possible to make Stayput code for Useractor Notenemy? I tryed one from eduke 32 wiki, but this code works only for Useractor enemys.
Get the actor's sector and position into variables when it activates, then keep checking them - if the sector number's different then stop the actor from moving or change it's direction so it goes another way.


Title: Re: IS IT POSSIBLE?
Post by: Gambini on September 21, 2009, 06:53:10 AM
How i could be sure that after being shrinked the player dies? I want to make the player impossible to advance through the level if he is hit by a shrinker blast, i can put steps, yeah, but i would prefer to make him die if itīs possible.


Title: Re: IS IT POSSIBLE?
Post by: Fox on September 21, 2009, 07:52:39 AM
I am not sure if I understand, you mean the player being killed instantly, just like a normal weapon? Setting SHRINKER_WEAPON_STRENGTH to 1000 can to that (doesn't works for all enemies, they may be shrunk before, and die after).


Title: Re: IS IT POSSIBLE?
Post by: Gambini on September 21, 2009, 08:57:18 AM
No, i was asking for some map trick, putting something capable to kill the player when he is shrunk.

DT also suggested me to use lasers instead shrinker rays but i want it to be shrinkers.

Thanks anyway  -_-


Title: Re: IS IT POSSIBLE?
Post by: Forge on September 21, 2009, 09:14:06 AM
No, i was asking for some map trick, putting something capable to kill the player when he is shrunk.

DT also suggested me to use lasers instead shrinker rays but i want it to be shrinkers.

Thanks anyway  -_-

If it's a specific indoor area of the map try layering the ceiling with sprites. The player get killed when resizing back to normal under a sprite.


Title: Re: IS IT POSSIBLE?
Post by: Gambini on September 22, 2009, 06:02:39 AM
Doesnt seem to work


Title: Re: IS IT POSSIBLE?
Post by: Forge on September 22, 2009, 06:58:08 PM
Doesnt seem to work

Worked for me, and not intentionally. Sprite #123 kept killing me every time I un-shrunk under it while testing out my map. (floor at -2048, ceiling at -22528)


Title: Re: IS IT POSSIBLE?
Post by: Trooper Dan on September 22, 2009, 10:34:37 PM
If you think your solution can work for him, how about posting a little sample map to demonstrate?


Title: Re: IS IT POSSIBLE?
Post by: Forge on September 23, 2009, 07:35:05 AM
I think a more effective and efficient way to do it is to check out Frode's Nostromo map http://dukerepository.com/maps/Nostromo (http://dukerepository.com/maps/Nostromo). Specifically the floor.
When a protector drone shrinks Duke, Duke falls through the floor's grating and then can't get back up through it. Just make the floor in a similar fashion and make the gap between the grating and the under passage too small for Duke to regain normal size after unshrinking.