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Author Topic: EDuke requests  (Read 120272 times)

Mblackwell

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EDuke requests
« Reply #15 on: August 25, 2003, 11:35:08 AM »
I'm too lazy to read all this so I'm gonna just go with this and if people have already said stuff oh well.

NO MORE QUOTES!!

instead I want a full "print" type command.

print[x,y,fontname].string "You have " + NUMSECONDS + " remaining.";

x,y = upper left/start location of text

fontname = the name of a user defined font

.string = probably not needed but just in keeping with the rest of Eduke syntax

; = end of command

NUMSECONDS is just a var, the plusses, if you know BASIC, just tell everything to be placed together as a full statement... just ADD that to the string.

a new command needed for this is:

setstring MYSTRING "something in here";

This allows you to then do things like have the player define there own name, and have names that come up often just be an easy var. Stuff like that.

You may be wondering how to define a font

define FONTNAME

setchar FONTNAME.character TILENUM

FONTNAME = what you named the font

character = whatever valid character you put in

TILENUM = the tile number for that character

example: setchar MYFONT.! 1379

Anyways I'm sure I have more but that's enough for right now.
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|Mosquito|

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EDuke requests
« Reply #16 on: August 25, 2003, 03:30:56 PM »
realistic reloading so you can reload the gun clip before its finished by manually reloading.

And have it so you can set wether all the ammo in clip thats not used is lost or not, and wether it reloads the whole thing at once, or X amount of bullets at a time.
So you can reload the pistol with 4 bullets left in the clip, lose the 4 bullets, have 12 bullets removed from the reserves display and then it is a fresh clip, or have a shotgun which loads one at a time... OR a simpler version is to have the ammo amount lowered to the nearest reload number and display the reload animation, ex:
You have 52 ammo, with the duke pistol, which reloads on 12 24 36 48 60 etc
you hit the reload key, it displays the reload animation, then you have 48 ammo, which mean there is 12 more bullets before the next time you will need to reload, which might be a waste for the pistol, but if you've got a weapon like a sniper rifle with a long reload animation and slow firing rate, it would be a life saver to be able to reload before going into the fray, instead of jumping in:
BANG!
click
...
BANG!
click
...
POP
*CLICK*
....
**JIGGLE**
CLINK!
CLINK!
....
SNIP
CLICK
...
CRUNCH!
...
BANG!
click
...
BANG!
...
MY FACE!
*dies*

you get it.
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FreeFrag

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« Reply #17 on: August 25, 2003, 08:39:00 PM »
Quote
realistic reloading so you can reload the gun clip before its finished by manually reloading.

Umm... edit the cons.
« Last Edit: August 25, 2003, 08:39:21 PM by BlasterDRP »
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bullis1

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« Reply #18 on: August 26, 2003, 08:32:16 PM »
Realistic reloading is already possible, Mosquito. Where were you when that was possible when Eduke first came out?  :poke: .
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James

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« Reply #19 on: August 26, 2003, 08:36:01 PM »
Quote
Where were you when that was possible when Eduke first came out?
Judging by how he acts...probably still in his Mother's womb :mrgreen: :justkidding:
« Last Edit: August 26, 2003, 08:36:44 PM by Jblade35 »
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FreeFrag

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« Reply #20 on: August 26, 2003, 08:43:51 PM »
PWNED!!!!1
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"In truth, I am nothing but a plodding mediocrity - please observe, a plodding mediocrity - for a mere mediocrity does not go very far, but a plodding one gets quite a distance."
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|Mosquito|

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« Reply #21 on: August 26, 2003, 09:18:34 PM »
Quote
Judging by how he acts...probably still in my Mother's womb :mrgreen: :justkidding:
fixed

The Eduke con hacker I know said stuff like that was impossible, I'm gonna beat him with a large stick now.
« Last Edit: August 26, 2003, 09:19:04 PM by |Mosquito| »
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Manson

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« Reply #22 on: August 27, 2003, 12:53:26 AM »
Quote
The Eduke con hacker I know said stuff like that was impossible, I'm gonna beat him with a large stick now.
Wolla bing, no need for brutality, it was impossible until 2.1 somewere around build 30 I belive.

REQUEST
I'd like to repeat my request for a command, that reads a value of a line of a txt doc into a variable durring game,,, I need it to get Duke communicating with other apps durring gameplay. Like a reversed logvar command,,,,
You could use logvar to export info to an other app, and then return the result to duke using this requested command. Of course this requires the import command to read the value of a file durring gameplay (not at compile time

Quote
I would want the crosshair to detect if it's aiming at an enemy (crosshair color goes red) or a friend (color goes green).
Such things are doable through the cons

Quote
That you can make the enemies come to life before they see the player, understand?
Why not just set the actor to be active through the con commands?

Quote
The trick is to just use shotspark1 for everything bullet based
Unfortunetly this dosn't work proberly, as you'd still blast glass,,,
The real need is for a call to the HITSCAN command.
This is unfortunetly apparently not an easy task -Matt told us way back- as the hitscan command returns a few values (X,Y,Z, actor/floor/ceilling/wall, etc)
- When I come to think about it, it can be done through a few system-variables
« Last Edit: August 27, 2003, 01:09:21 AM by Manson »
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James

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« Reply #23 on: August 27, 2003, 05:35:41 AM »
Quote
I went and dug out my archive of the 2.0 code as released.


Anybody wanna host it? Please send me an email if you do.
Matteus said this at the 3DR forums, he just needs a host! :)
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Usurper

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EDuke requests
« Reply #24 on: August 27, 2003, 06:17:18 AM »
Oops, you're right about the glass.  Forgot all about that.

re: 2.0 hosting: like RTCM's going to say no.  What's he thinking? :)
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Renegado

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« Reply #25 on: August 27, 2003, 07:50:04 AM »
Yes, yes, yes! With that thingie we┤re going to be able to see perfectly  the imperfections in the 2.1 code.
Note: Malone┤s here now, we can start coding again!  :twisted:  
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-RTCM┤s EDuke Source Code Development Center
-Eduke Developer┤s Journal
-Duke Espa˝a

FreeFrag

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« Reply #26 on: August 27, 2003, 08:17:13 AM »
This time windowize it using JonoF as a base!
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"In truth, I am nothing but a plodding mediocrity - please observe, a plodding mediocrity - for a mere mediocrity does not go very far, but a plodding one gets quite a distance."
-Benjamin Cardozo

Renegado

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« Reply #27 on: August 27, 2003, 08:21:15 AM »
Quote
This time windowize it using JonoF as a base!
Tell that to IceColdDuke. I have nothing to do with the windowized version of EDuke :P  
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-RTCM┤s EDuke Source Code Development Center
-Eduke Developer┤s Journal
-Duke Espa˝a

Mblackwell

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« Reply #28 on: August 27, 2003, 10:01:09 AM »
You know what, enemies are easy, I just never ever ever ever EVER define enemies as enemies. Every actor I ever make is "notenemy". Notenemy actors will always be active. To have them inactive until they can see the player just say "ifcanseetarget { actor code } else { }" and that should be it.
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"Smoke rises from the mountain of Doom, and the hour grows late,
and Gandalf the Grey rides to Isengard, seeking my counsel.
For that is why you have come, is it not?
My old friend... "

James

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« Reply #29 on: August 27, 2003, 04:00:13 PM »
^ But doesn't that also mean they won't have a shadow?  
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