Combining usermaps into single episodes
#1 Posted 02 November 2013 - 10:11 AM
This post has been edited by MacoMan: 02 November 2013 - 10:11 AM
#2 Posted 02 November 2013 - 11:36 AM
definevolumnename 5 MISSION NAME
definelevelname 5 0 mapname.map 00:00 00:00 MAPS NAME
use the last code for each map, changing the second number of course.
access with eduke's -x command which loads cons, after the load zip command. I believe you can have the con file in the zip with the maps.
I think this should work.
#3 Posted 02 November 2013 - 02:32 PM
Scott_AW, on 02 November 2013 - 11:36 AM, said:
definevolumnename 5 MISSION NAME
definelevelname 5 0 mapname.map 00:00 00:00 MAPS NAME
use the last code for each map, changing the second number of course.
access with eduke's -x command which loads cons, after the load zip command. I believe you can have the con file in the zip with the maps.
I think this should work.
Thanks for the reply. How would I get the mid/ogg & voc files to work within the archive with user.com though? Red1: Poison Lands for example has 1 ogg file (& Red5 has 1 mid & 2 voc files), but even though I included them in the zip file I hear no music when I run the episode.
#4 Posted 20 November 2013 - 04:20 AM
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Hi! USER.CON contains a description of all the music files for each episode, ex:
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thecall.mid ahgeez.mid dethtoll.mid streets.mid watrwld1.mid snake1.mid
Also, you can create a DEF-script (default - duke3d.def, but you can redefine it by "setdefname" command in game.con/eduke.con [setdefname <name of your DEF file>] or you can run eduke32.exe with argument"-h <defname.def>"), and describe there music for your episode.
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Tutorial on EDuke32 Wiki
P.S: Sorry for my bad english. Good Luck.
This post has been edited by Duke_Nukem_x86: 20 November 2013 - 04:59 AM
#5 Posted 11 August 2014 - 01:56 AM
Is it possible to make an episode out of user maps which have custom con/art files, without any map's con/art affecting the other maps?
This post has been edited by Anvil: 11 August 2014 - 03:10 AM
#6 Posted 11 August 2014 - 03:57 AM
This post has been edited by Nancsi: 11 August 2014 - 03:58 AM
#7 Posted 11 August 2014 - 05:25 AM
Anvil, on 11 August 2014 - 01:56 AM, said:
Is it possible to make an episode out of user maps which have custom con/art files, without any map's con/art affecting the other maps?
I don't think it's possible to make EDuke32 use a different art/con file per map (though it would be an interesting feature to request; like, having the possibility to create a file which tells eduke32 to use a different folder depending on the map, and have your different art/con/sound files in each respective folder... if it's even possible), so atm the only way to do that would be to modify the files and the maps so that everything you need is in the same files... But considering how most maps use the same replacement tiles, that would be quite a bit of work. For instance if 2 maps use the same tiles in tile0014.art, you'd have to make one .art file regrouping both; and since that means changing the placement of some textures within the art, you'll have to re-set the textures inside the map files as well (though i'm pretty sure there is a feature in mapster32 to replace every same texture by another one ; or you could use a script).
#8 Posted 11 August 2014 - 05:25 AM
This post has been edited by MetHy: 11 August 2014 - 05:25 AM
#9 Posted 11 August 2014 - 06:06 AM
MetHy, on 11 August 2014 - 05:25 AM, said:
You can have usermap specific art now, which helixhorned added a while back. It only works for usermaps though, I'm not sure where the instructions are so I don't think anybody's used it yet.
#10 Posted 21 August 2014 - 03:52 PM
#11 Posted 21 August 2014 - 03:57 PM
Anvil, on 21 August 2014 - 03:52 PM, said:
What makes you think that?
#13 Posted 21 August 2014 - 04:52 PM
#14 Posted 21 August 2014 - 05:26 PM
I'm not familiar with that site, so I thought that the eduke32 content there is polymer.
#16 Posted 23 August 2014 - 03:42 AM
Anvil, on 21 August 2014 - 05:26 PM, said:
I'm not familiar with that site, so I thought that the eduke32 content there is polymer.
Why? maybe you can ask Plagman I guess.
http://svn.eduke32.c...olymer%2F&rev=4
You just thinking too much.
Like James said, that "Engine-side per-map ART file support" is for all of renderer modes in eduke32, when you're using r4257 and later or the latest one of eduke32.
This post has been edited by Player Lin: 23 August 2014 - 03:43 AM
#17 Posted 23 August 2014 - 04:48 AM
Anvil, on 21 August 2014 - 05:26 PM, said:
The same goes for the Polymer HRP repo btw., which contains a full Polymost HRP (again).
#18 Posted 23 August 2014 - 11:10 PM
James, on 11 August 2014 - 06:06 AM, said:
I think it will be great if per-map CON files are also supported.