Singleplayer Map (no Name yet)
#1 Posted 11 June 2018 - 03:22 PM
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:
#2 Posted 11 June 2018 - 03:38 PM
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.
#4 Posted 11 June 2018 - 03:56 PM
By the way, is the gun on the fifth screenshot the one Butch used in Pulp Fiction?
#5 Posted 11 June 2018 - 04:27 PM
Perro Seco, on 11 June 2018 - 03:56 PM, said:
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
#6 Posted 11 June 2018 - 04:46 PM
Forge, on 11 June 2018 - 03:38 PM, said:
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 ;-)
#7 Posted 11 June 2018 - 04:48 PM
Perro Seco, on 11 June 2018 - 03:56 PM, said:
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.
#8 Posted 11 June 2018 - 04:52 PM
-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
#9 Posted 11 June 2018 - 05:01 PM
uLTra, on 11 June 2018 - 04:46 PM, said:
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
#10 Posted 11 June 2018 - 07:44 PM
#12 Posted 11 June 2018 - 10:36 PM
Hendricks266, on 11 June 2018 - 09:14 PM, said:
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
#13 Posted 12 June 2018 - 01:48 AM
Ninety-Six, on 11 June 2018 - 10:36 PM, said:
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.
#14 Posted 12 June 2018 - 06:16 AM
#15 Posted 12 June 2018 - 07:34 AM
Forge, on 12 June 2018 - 06:16 AM, said:
Mea culpa. Noob here. I fixed it. Eduke32 works if I put everything in one folder.
#16 Posted 12 June 2018 - 08:09 AM
If not, my offer still stands.
#17 Posted 12 June 2018 - 10:35 AM
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
#18 Posted 12 June 2018 - 11:02 AM
#20 Posted 12 June 2018 - 02:15 PM
Hendricks266, on 12 June 2018 - 11:02 AM, said:
Roger that. Thank you.
#21 Posted 13 June 2018 - 06:31 AM
Hendricks266, on 12 June 2018 - 11:02 AM, said:
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).
#22 Posted 16 June 2018 - 05:57 AM
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?
#23 Posted 16 June 2018 - 06:32 AM
http://wiki.eduke32....ing_Teleporters
#24 Posted 16 June 2018 - 06:41 AM
Maisth, on 16 June 2018 - 06:32 AM, said:
http://wiki.eduke32....ing_Teleporters
#25 Posted 16 June 2018 - 09:09 AM
uLTra, on 16 June 2018 - 06:41 AM, said:
I had to post a link to Mediafire because the forum doesn't allow me to attach files...
#26 Posted 16 June 2018 - 09:53 AM
Perro Seco, on 16 June 2018 - 09:09 AM, said:
I had to post a link to Mediafire because the forum doesn't allow me to attach files...
#27 Posted 16 June 2018 - 12:21 PM
This post has been edited by Mark.: 16 June 2018 - 12:43 PM
#28 Posted 02 January 2019 - 12:13 PM
I'm working on a new map/episode and. You guys helped me a lot already. Thanks for that! But, I still have a bunch of (new) questions :-)
(I don't know anything about con-coding. I tried to include a sprint-button but I failed hard^^)
1. What do I have to change in the game.con so that enemies don't drop any ammo/weapons?
2. Trip Mines: Invisible laser. I know that you can change it in the user.con. But I want only a few lasers invisible and not all of them. Is there a way to make that?
3. Is there a way to trigger a door or something else after killing an enemy?
4. I want to make an underwater stream by using the conveyor SE. But I can't figure out how make the floor not moving.
5.1. Where and what I have to change so that Duketalk is always off from the beginning?
5.2. How can I disable "always run" or "map" button. Is there an easy way?
6. Is there an easy way to apply footstep sounds to specific textures, like when you walk on the pannel texture?
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7. Who wants to TEST the MAP? :-)
There are still a lot of texture misalignments and empty spaces I will take care later.
But I'm curious how long other players need to reach the end of the level by now.
Is the lighting okay? Is it too dark?
What about the gameplay? Boring? Exciting?
It will vary between, horror, action, platforming. Like the first Half Life. But this part is "horror" only.
If you like to test and help me then message me or comment. I will send you a wetransfer downloadlink.
Thank you!