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Singleplayer Map (no Name yet)

User is offline   uLTra 

  • 36

#1

Hello,
this is my first post ever in this forum.
After nearly 16 years I'm making a level again. This time with new textures, sprites... looots of details. Platforming. Calm sections. (Hard) battles.
The gameplay will be a little different. The running speed is reduced, ammo and health packs are short.
There will be lots of references and cameos to discover. This level is full of details :-)

I changed some things in the user.con and defs.con. So this is best played with the 20 Anniversary Edition.
Naturally Duke is running way tooo fast for this kind of level.

Unfortunalety Duke3D has been "some kind of forbidden" in Germany until 2016 the 20th anniversary version came out. And since Megaton was taken from steam I only got the con files from the 20th anniversary edition. I intended to put a sprint key but this doesn't work in the latest edition :-(

I need one or two testers. If you would like to help me, just get in touch with me and I will give you a download link :-)

Here are some screenshots:

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User is offline   Forge 

  • 6,943

#2

I have some free time, but I've been known to be pretty nit-picky about things.
I'll test your project if you think you can put up with me.

If you'd rather wait and work with someone whom may be easier to get along with, I'm fine with that.
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User is online   Mark 

  • Honored Donor
  • 2,586

#3

Looking good. I like city maps and I like detailed maps.
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User is offline   Perro Seco 

  • 177

#4

That looks very good! But I hope you can do something to also adapt it for people that don't have the 20th Anniversary Edition.

By the way, is the gun on the fifth screenshot the one Butch used in Pulp Fiction?

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User is offline   Forge 

  • 6,943

#5

View PostPerro Seco, on 11 June 2018 - 03:56 PM, said:

But I hope you can do something to also adapt it for people that don't have the 20th Anniversary Edition.

There's always the shareware version of the grp file,

Wasn't there a full version of duke3d 1.3 or 1.4 on one of those open source cd ftp sites, or something? I remember Tx posted a link to it some time ago after megaton & duke3d were pulled from steam and gog.

This post has been edited by Forge: 11 June 2018 - 04:28 PM

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User is offline   uLTra 

  • 36

#6

View PostForge, on 11 June 2018 - 03:38 PM, said:

I have some free time, but I've been known to be pretty nit-picky about things.
I'll test your project if you think you can put up with me.

If you'd rather wait and work with someone whom may be easier to get along with, I'm fine with that.


I don't know yet. Will I cry and shut down my map when you nitpick ;-)
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User is offline   uLTra 

  • 36

#7

View PostPerro Seco, on 11 June 2018 - 03:56 PM, said:

That looks very good! But I hope you can do something to also adapt it for people that don't have the 20th Anniversary Edition.

By the way, is the gun on the fifth screenshot the one Butch used in Pulp Fiction?


Thanks! When I get the con files for other version I can manage to do it.

I don't know if this the exact uzi, but yes, this is a reference from Pulp Fiction.
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User is offline   Forge 

  • 6,943

#8

I'm going to take a shot and say this is the legal full version of 1.3D

-removed link to archive.org-

since I can't edit my posts after a certain amount of time & I'd rather not ruffle feathers over the legal status of the files.

This post has been edited by Forge: 11 June 2018 - 05:03 PM

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User is offline   Forge 

  • 6,943

#9

View PostuLTra, on 11 June 2018 - 04:46 PM, said:

I don't know yet. Will I cry and shut down my map when you nitpick ;-)

Maybe.
Most likely you'll just tell me to piss-off after I swamp you.

Just keep me on the 'considering' list until someone else steps up.
Use me if you have no takers.

This post has been edited by Forge: 11 June 2018 - 05:06 PM

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User is offline   Ninety-Six 

  • 44

#10

I'd love to but the 20th Anniversary version won't run on my PC. If it's at all compatible (or can be made compatible) with eDuke I'd be more than happy to.
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User is online   Hendricks266 

  • EDuke32 Senior Developer
  • 6,061

  #11

The duke3d.grp that ships with World Tour is functionally equivalent to the Atomic Edition, and EDuke32 can use it as such.

This includes having the original Atomic Edition CON files inside. You can use a tool like kextract or Group File Studio to extract them.
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User is offline   Ninety-Six 

  • 44

#12

View PostHendricks266, on 11 June 2018 - 09:14 PM, said:

The duke3d.grp that ships with World Tour is functionally equivalent to the Atomic Edition, and EDuke32 can use it as such.

This includes having the original Atomic Edition CON files inside. You can use a tool like kextract or Group File Studio to extract them.


So what would need to be done? Just make a special folder for this map with its custom CON files like any other user map with con changes?


I think I see some WT art in there. Should I load this with the stopgap as well?

This post has been edited by Ninety-Six: 11 June 2018 - 10:38 PM

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User is offline   uLTra 

  • 36

#13

View PostNinety-Six, on 11 June 2018 - 10:36 PM, said:

So what would need to be done? Just make a special folder for this map with its custom CON files like any other user map with con changes?


I think I see some WT art in there. Should I load this with the stopgap as well?


Well, I just found out, that it's just the game.con that causes trouble. When I start eduke32 it only says "Error compiling CON files".
I didn't make any changes in the game.con. Now I have to figure out the sound problem.
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User is offline   Forge 

  • 6,943

#14

attach your eduke32.log file and maybe one of these smart people can help.
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User is offline   uLTra 

  • 36

#15

View PostForge, on 12 June 2018 - 06:16 AM, said:

attach your eduke32.log file and maybe one of these smart people can help.


Mea culpa. Noob here. I fixed it. Eduke32 works if I put everything in one folder.
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User is offline   Forge 

  • 6,943

#16

So now that everything works with eduke32, you might get more people willing to help test your project.

If not, my offer still stands.
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User is offline   Ninety-Six 

  • 44

#17

If I can run it in eDuke I'm in. I will note I'll be playing it from the software renderer so I won't be able to comment on the point lights, but I can still comment on texture work, level design, flow, difficulty, etc.


You will probably want a second person who can see the point lights and get their overall opinion too, though.

This post has been edited by Ninety-Six: 12 June 2018 - 10:36 AM

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User is online   Hendricks266 

  • EDuke32 Senior Developer
  • 6,061

  #18

You don't want the stopgap. Just the duke3d.grp and duke.rts from World Tour and nothing else but EDuke32.
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User is offline   Nancsi 

  • 335

#19

This might be the first usermap with WT graphics...
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User is offline   Ninety-Six 

  • 44

#20

View PostHendricks266, on 12 June 2018 - 11:02 AM, said:

You don't want the stopgap. Just the duke3d.grp and duke.rts from World Tour and nothing else but EDuke32.


Roger that. Thank you.
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User is offline   uLTra 

  • 36

#21

View PostHendricks266, on 12 June 2018 - 11:02 AM, said:

You don't want the stopgap. Just the duke3d.grp and duke.rts from World Tour and nothing else but EDuke32.


Thanks! I do it so now.

Maybe you can help me with this: is it possible to deactivate autorun function? I just want to have the run function without the permanent autorun (capslock).
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User is offline   uLTra 

  • 36

#22

Hey, it's me again.
The level is now in an advanced state. Just adding a few more details. But the level structure is finished so far und fully compatible with eduke32. Don't need to have the 20th anniversary edition.

And it has a name now: White Noise.
There will be a little story to discover by finding some hints in the level.

BUT I have a few question. Maybe you can help me.

Silent Teleporters. Is there a trick to make a silent teleport without having the sound and sparkle? I tried a lot with the SE Sprites. But nothing worked.
Delayed Teleporters. Is it possible when I enter a sector to teleport seconds later and not immediately. I got a trick for now. But it's a little unhandy.
Stopping the background music. Is it possible to stop the background music when you enter a specific sector?


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User is offline   Maisth 

  • 160

#23

I know the One way teleporters and Sewer hole aka "Silent teleporters" don't have the sparkle thingy.

http://wiki.eduke32....ing_Teleporters

Not to be Trusted, He is a slippery one.

Developer on Catharsis Reborn
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User is offline   uLTra 

  • 36

#24

I'm using the Sewer Teleporter as a silent teleporter at the moment. But I want to step normally into a sector and be teleported somewhere else without any sound.

View PostMaisth, on 16 June 2018 - 06:32 AM, said:

I know the One way teleporters and Sewer hole aka "Silent teleporters" don't have the sparkle thingy.

http://wiki.eduke32....ing_Teleporters

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User is offline   Perro Seco 

  • 177

#25

View PostuLTra, on 16 June 2018 - 06:41 AM, said:

I want to step normally into a sector and be teleported somewhere else without any sound.
Grab this example map and use it as you wish: http://www.mediafire...y/tele.map/file

I had to post a link to Mediafire because the forum doesn't allow me to attach files...

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User is offline   uLTra 

  • 36

#26

Thank you! I will look after it later or tomorrow. But that looks not so hard to make.

View PostPerro Seco, on 16 June 2018 - 09:09 AM, said:

Grab this example map and use it as you wish: http://www.mediafire...y/tele.map/file

I had to post a link to Mediafire because the forum doesn't allow me to attach files...

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User is online   Mark 

  • Honored Donor
  • 2,586

#27

Give the transport SEs a palette greater than 0 and the sound and sparkle go away.

This post has been edited by Mark.: 16 June 2018 - 12:43 PM

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