
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9242 Posted 19 April 2020 - 10:35 PM
oasiz, on 19 April 2020 - 05:04 AM, said:
You should be able to use mapart for that. Of course, you'd have a copy of the enemy art for each map, which would be very wasteful. It would be useful to be able to define art files per map through con, sort of how we define level music.
#9243 Posted 19 April 2020 - 10:57 PM
Lunick, on 19 April 2020 - 08:52 PM, said:
Not sure but I think it doesn't have full support for on the fly loading and even then I think it probably does a soft restart.
necroslut, on 19 April 2020 - 10:35 PM, said:
I would say that per map/mod def would make more sense.
Ideally one would distribute a map that defines what things to load in/out per map, be it art/music/sounds/maps.
Ideally it could have a stub that allows you to define an episode as well so that map packs and mods can be made truly modular instead of overwriting.
A new map format could help resolve a lot of this since you could basically start referring to assetblob + index instead of just index.
Adding such indexes during conversion would be trivial and this could allow some degree of simultaneous loading even.
During map load each assetblob could have a list of valid hashses (version differences are usually irrelevant with assets) and it would search for said files and "mount" them.
Problem is that CON needs to be compiled and CON nowdays dictates a LOT of stuff besides just the stuff you see after "new game".
When defining enemies and such "again", the copypasta enemies would attempt to define many duplicate variables, states, etc..
You'd have to re-tool a bunch of it.
Duke was designed to be moddable but how you load these is rather "vertical".
Considering you load modified code and everything, it's not too far from even comparing the end result to a very user friendly romhack.
Maps and such are very naive, they just point to resources, which in this case occupy same indexes.
As a stopgap, something what WON HL1 did would be nice where selecting a mod/map would just perform a quick soft-reboot and sort of seamlessly allows you to jump between mods. I have a huge interest on getting something like this working as I believe that the rather difficult mod loading is one of the biggest reasons why people mostly stick to stock assets as it's impossible to keep track of what launch params each mod needs, reducing the amount of people who even bother to try. Someday maybe..
#9245 Posted 19 April 2020 - 11:22 PM
Map format however is not extremely simple, once a map is loaded in, the tag fields, extra and such work as rudimentary scratchpad ram during runtime for effects, actors, etc..
This has been extended over the years but that also just bloats the struct each time.
eduke devs have some ideas and it's roughly in the pipeline somewhere.
However this won't really solve the modding issue yet, but a first step.
#9246 Posted 20 April 2020 - 12:49 AM
oasiz, on 19 April 2020 - 10:57 PM, said:
Ideally one would distribute a map that defines what things to load in/out per map, be it art/music/sounds/maps.
Ideally it could have a stub that allows you to define an episode as well so that map packs and mods can be made truly modular instead of overwriting.
A new map format could help resolve a lot of this since you could basically start referring to assetblob + index instead of just index.
Adding such indexes during conversion would be trivial and this could allow some degree of simultaneous loading even.
During map load each assetblob could have a list of valid hashses (version differences are usually irrelevant with assets) and it would search for said files and "mount" them.
Problem is that CON needs to be compiled and CON nowdays dictates a LOT of stuff besides just the stuff you see after "new game".
When defining enemies and such "again", the copypasta enemies would attempt to define many duplicate variables, states, etc..
You'd have to re-tool a bunch of it.
Duke was designed to be moddable but how you load these is rather "vertical".
Considering you load modified code and everything, it's not too far from even comparing the end result to a very user friendly romhack.
Maps and such are very naive, they just point to resources, which in this case occupy same indexes.
As a stopgap, something what WON HL1 did would be nice where selecting a mod/map would just perform a quick soft-reboot and sort of seamlessly allows you to jump between mods. I have a huge interest on getting something like this working as I believe that the rather difficult mod loading is one of the biggest reasons why people mostly stick to stock assets as it's impossible to keep track of what launch params each mod needs, reducing the amount of people who even bother to try. Someday maybe..
This goes a bit beyond (and aside from) what I meant... I was talking only about art replacements, not code/sounds etc, and specifically for maps inside a mod/episode rather than per mod/episode. Now, I don't know if "mapart" even works inside an episode or if it just triggers when loading a usermap, but I imagine expanding it wouldn't be too difficult if not.
There are many cases of episodes or mods where, for instance, a reskinned enemy is used only in a level or two (such as a secret level), or just one episode out of several – sort of how Plug&Pray does it.
Currently this requires duplicating the entire enemy/character (both art and code), even if they're identical aside from art and even if it is intended as a complete replacement.
One might also want to use a feature like that to change the player's outfit between levels, like in Time to Kill/Zero Hour.
The reason I brought up con is that we already have user.con where episodes and levels are defined. As mapart is already implemented, adding something for per-map art in user.con would only slightly expand on what is already there.
I do agree about the way Half-Life handled mod loading though, with the Custom Game (or Select Game or whatever it was called...) menu. I think I've suggested something similar for ED32 way back... Still, that would only be relevant for changing between mods easier, not for handling changed content within a single mod.
This post has been edited by necroslut: 20 April 2020 - 12:58 AM
#9247 Posted 20 April 2020 - 01:34 AM
There should be a way to load in multiple assets from various expansions.
Sure you can remap the tiles but this will result in maps that require a very specific hacked tile order vs. just using "hints" (Use this tile from this GRP)
#9248 Posted 20 April 2020 - 05:36 AM
Attached File(s)
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shootbitch.mp3 (118.95K)
Number of downloads: 39
#9249 Posted 20 April 2020 - 06:28 AM
HEALTH, HUSH and HASTE starting rooms. May change a bit in the future, but that's what I have now.
This post has been edited by Mister Sinister: 20 April 2020 - 06:29 AM
#9250 Posted 20 April 2020 - 07:03 AM
#9252 Posted 20 April 2020 - 07:44 AM
Mister Sinister, on 20 April 2020 - 07:19 AM, said:
So is it going to be the episode or single user maps?
#9253 Posted 20 April 2020 - 02:50 PM
#9255 Posted 21 April 2020 - 03:40 AM
Really consistent aesthetics and clean looks throughout and the concept is really cool - looking forward.
#9256 Posted 21 April 2020 - 10:35 AM
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Meanwhile my map is 1350+sectors, 10800+ walls. Going steady ;) Lately the focus is on the gameplay as well.
Most of this shot was made a few months ago, but felt like sharing it haha
#9257 Posted 21 April 2020 - 10:58 AM
#9258 Posted 21 April 2020 - 03:01 PM
Maarten, on 21 April 2020 - 10:35 AM, said:
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Meanwhile my map is 1350+sectors, 10800+ walls. Going steady ;) Lately the focus is on the gameplay as well.
Most of this shot was made a few months ago, but felt like sharing it haha
Every screenshot you've posted thus far has a very original look to the point where I can't even tell for sure if the current, relative absence of detail is a bad thing. Unique-looking style right there.
#9259 Posted 21 April 2020 - 08:43 PM
I`m also writing music which I want to record for this map - just like my previous ones :)
#9260 Posted 22 April 2020 - 07:29 AM
This post has been edited by 11bush: 22 April 2020 - 07:29 AM
#9261 Posted 22 April 2020 - 01:54 PM
This post has been edited by 11bush: 22 April 2020 - 02:00 PM
#9262 Posted 28 April 2020 - 07:52 PM
This post has been edited by ck3D: 28 April 2020 - 07:53 PM
#9264 Posted 29 April 2020 - 03:02 AM
This post has been edited by ck3D: 29 April 2020 - 03:05 AM
#9265 Posted 30 April 2020 - 08:55 AM
https://i.imgur.com/GX8UFFx.png
This post has been edited by Dukebot: 30 April 2020 - 08:55 AM
#9266 Posted 01 May 2020 - 12:37 PM
I'm also making steady progress on my map, currently at 1236 sectors and 9319 walls. At this point, it's probably save to say there will be a Shaky grounds part 4.
There's still a lot of ideas I have for this map and I want to do them properly. Also, as often happens with me, certain sections become larger than planned.
I was going to add a small alien hive section but it ended up being a lenghty and significant part of the map.
We'll see where it goes, but I already have things mapped out for this series and I don't think all of it will fit within this map haha.
And I see no reason to cut things when I can just extend the series.
This post has been edited by Merlijn: 01 May 2020 - 12:37 PM
#9267 Posted 01 May 2020 - 01:42 PM
This post has been edited by Dukebot: 01 May 2020 - 01:42 PM
#9268 Posted 02 May 2020 - 01:34 AM
Funny thing, shaky grounds was supposed to be 1 map at first. But the theme gave me so much inspiration that it's becoming a series now. ;)
Part 4 should be the ending of the series, right now I'm thinking of releasing it as an episode/map pack at that point.
I think part 3 will still have its own release though, like the last 2.
#9269 Posted 02 May 2020 - 11:32 AM
Merlijn, on 02 May 2020 - 01:34 AM, said:
If that happens (or even if it doesn't, I suppose) I'd love to have another Merlijn map pack to play in rotation alongside Red.
#9270 Posted 02 May 2020 - 05:02 PM
This is a boss fight room for episode 1 (Guess what it's based on!)

small hud edited from this

credit goes to triaxis (i don't feel good crediting triaxis because he's beta bryan's brother i think) and oasiz