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CON coding problems.  "Improvements and progress."

#271

I tested again and the problem comes from "ifspritepal" there must be a way, to bypass the current "pal" for another.
0

#272

Added four enemies of the Game.com version.

Coming soon: Duke 64.
0

#273

Good evening the community.

As I have corrected many more things in my files and added some "tiles" for the decoration of cartography, the current problems that have not been corrected are left aside for the moment.

I have encountered another problem in an inexplicable way. This is the coding "RESPAWN lotag" that I put in place, and also thanks to Zaxtor.

I will post the entire script of the problem to explain.
0

#274

Here's all the code for generating specific items, when an enemy is killed:

gamevar L_RESPAWN 0 2 // lotag "RESPAWN" for all monsters / items

state lotag_code
  {
    getactor[THISACTOR].lotag L_RESPAWN
    setactor[THISACTOR].lotag 0
  }
ends

state lotag_code_items
  ifvare L_RESPAWN 21 { espawnvar FIRSTGUNSPRITE }
  else ifvare L_RESPAWN 22 { espawnvar CHAINGUNSPRITE }
  else ifvare L_RESPAWN 23 { espawnvar RPGSPRITE }
  else ifvare L_RESPAWN 24 { espawnvar FREEZESPRITE }
  else ifvare L_RESPAWN 25 { espawnvar SHRINKERSPRITE }
  else ifvare L_RESPAWN 26 { espawnvar HEAVYHBOMB }
  else ifvare L_RESPAWN 27 { espawnvar TRIPBOMBSPRITE }
  else ifvare L_RESPAWN 28 { espawnvar SHOTGUNSPRITE }
  else ifvare L_RESPAWN 29 { espawnvar DEVISTATORSPRITE }
  else ifvare L_RESPAWN 32 { espawnvar GROWSPRITE }
  else ifvare L_RESPAWN 37 { espawnvar FREEZEAMMO }
  else ifvare L_RESPAWN 40 { espawnvar AMMO }
  else ifvare L_RESPAWN 41 { espawnvar BATTERYAMMO }
  else ifvare L_RESPAWN 42 { espawnvar DEVISTATORAMMO }
  else ifvare L_RESPAWN 44 { espawnvar RPGAMMO }
  else ifvare L_RESPAWN 45 { espawnvar GROWAMMO }
  else ifvare L_RESPAWN 46 { espawnvar CRYSTALAMMO }
  else ifvare L_RESPAWN 47 { espawnvar HBOMBAMMO }
  else ifvare L_RESPAWN 48 { espawnvar AMMOLOTS }
  else ifvare L_RESPAWN 49 { espawnvar SHOTGUNAMMO }
  else ifvare L_RESPAWN 51 { espawnvar COLA }
  else ifvare L_RESPAWN 52 { espawnvar SIXPAK }
  else ifvare L_RESPAWN 53 { espawnvar FIRSTAID }
  else ifvare L_RESPAWN 54 { espawnvar SHIELD }
  else ifvare L_RESPAWN 55 { espawnvar STEROIDS }
  else ifvare L_RESPAWN 56 { espawnvar AIRTANK }
  else ifvare L_RESPAWN 57 { espawnvar JETPACK }
  else ifvare L_RESPAWN 59 { espawnvar HEATSENSOR }
  else ifvare L_RESPAWN 60 { espawnvar ACCESSCARD }
  else ifvare L_RESPAWN 61 { espawnvar BOOTS }
  else ifvare L_RESPAWN 100 { espawnvar ATOMICHEALTH }
  else ifvare L_RESPAWN 101 { espawnvar ACCESSCARD setactor[RETURN].pal 21 }
  else ifvare L_RESPAWN 102 { espawnvar ACCESSCARD setactor[RETURN].pal 23 }
  else ifvare L_RESPAWN 1348 { espawnvar HOLODUKE }
ends

state checktroophit

  ifaction ATROOPSUFFERING
  {
    stopsound LIZARD_BEG
    sound PRED_DYING
    state rf_unblock
    strength 0
    action ATROOPSUFFERDEAD
    state shadowcode
    state lotag_operatedoor_code
    break
  }
  ifdead
  {
    ifwasweapon FREEZEBLAST
    {
      ifactor LIZTROOPDUCKING cactor LIZTROOP
      ifactor LIZTROOPONTOILET { sound FLUSH_TOILET cactor LIZTROOP }
      ifactor LIZTROOPJUSTSIT cactor LIZTROOP
      sound SOMETHINGFROZE
      spritepal 1
      move 0
      ifai AITROOPSHRUNK action ATROOPSHRUNKFROZEN
      else action ATROOPFROZEN
      strength 0
      break
    }

    ifai AITROOPSHRUNK nullop
    else
    { state drop_ammo
      state random_wall_jibs
    }

    ifwasweapon GROWSPARK
    {
      ifactor LIZTROOPDUCKING cactor LIZTROOP
      ifactor LIZTROOPONTOILET { sound FLUSH_TOILET cactor LIZTROOP }
      ifactor LIZTROOPJUSTSIT cactor LIZTROOP
      cstat 257
      sound ACTOR_GROWING
      ai AITROOPGROW
      break
    }
    else
      ifwasweapon RPG
    {
      sound SQUISHED
      state troop_body_jibs
      state standard_jibs
      state lotag_code_items
      killit
    }
    else
      ifwasweapon RADIUSEXPLOSION
    {
      sound SQUISHED
      state troop_body_jibs
      state standard_jibs
      state lotag_code_items
      killit
    }
    else
    {
      state lotag_code_items
      ifvarg H_RESPAWN 0 { operaterespawns H_RESPAWN setvar H_RESPAWN 0 }
      ifvarg OPERATEDOOR 0 { operateactivators OPERATEDOOR 0 }
      sound PRED_DYING
      addkills 1
      addvar KILLCOUNTFIX 1
      setvar ISDEADFIX 1
      ifrnd 32
        iffloordistl 32
      {
        ifai AITROOPSHRUNK
        { action ATROOPDYING
          ifrnd 128 cstator 4
          break
        }
        ifactor LIZTROOP cactor LIZTROOPDUCKING
        ifactor LIZTROOPONTOILET { sound FLUSH_TOILET cactor LIZTROOPDUCKING }
        ifactor LIZTROOPJUSTSIT cactor LIZTROOPDUCKING
        sound LIZARD_BEG
        spawn BLOODPOOL
        strength 0
        move 0
        action ATROOPSUFFERING
        ifrnd 128 cstator 4
        break
      }
      ifactor LIZTROOPDUCKING cactor LIZTROOP
      ifactor LIZTROOPONTOILET { sound FLUSH_TOILET cactor LIZTROOP }
      ifactor LIZTROOPJUSTSIT cactor LIZTROOP
      action ATROOPDYING
      ifrnd 128 cstator 4
      break
    }
  }
  else
  {
    state random_wall_jibs
    sound PRED_PAIN

    ifwasweapon GROWSPARK
      sound EXPANDERHIT

    ifai AITROOPSHRUNK break

//    ifwasweapon SHRINKER setactor[THISACTOR].htpicnum SHRINKSPARK
//    else
    ifwasweapon SHRINKSPARK
    { ifactor LIZTROOPDUCKING cactor LIZTROOP
      ifactor LIZTROOPONTOILET { sound FLUSH_TOILET cactor LIZTROOP }
      ifactor LIZTROOPJUSTSIT cactor LIZTROOP
      sound ACTOR_SHRINKING
      ai AITROOPSHRUNK
    }
    else
      iffloordistl 32
        ifrnd 96
          { ifactor LIZTROOPDUCKING cactor LIZTROOP
            ifactor LIZTROOPONTOILET { sound FLUSH_TOILET cactor LIZTROOP }
            ifactor LIZTROOPJUSTSIT cactor LIZTROOP
            action ATROOPFLINTCH
          }
  }
  { ifai AITROOPSHRUNK
    state lotag_code
    break
  }
ends

eventloadactor LIZTROOP // special lotag "RESPAWN" code for all enemies
  state lotag_code
enda
eventloadactor LIZTROOPRUNNING
  state lotag_code
enda
eventloadactor LIZTROOPSTAYPUT
  state lotag_code
enda
eventloadactor LIZTROOPSHOOT
  state lotag_code
enda
eventloadactor LIZTROOPJETPACK
  state lotag_code
enda
eventloadactor LIZTROOPONTOILET
  state lotag_code
enda
eventloadactor LIZTROOPJUSTSIT
  state lotag_code
enda
eventloadactor LIZTROOPDUCKING
  state lotag_code
enda


I added the line "state lotag_code_items" to the place where the enemy will be killed.

It works very well. The real problem is here:

{ ifai AITROOPSHRUNK
    state lotag_code
    break
  }


When I choose the lotag of "60" (access card), it does not appear when the enemy is narrowed. But instead, there is sometimes "FREEZESPRITE" and "SHOTGUNSPRITE" that appears.

How to fix this problem ?

I do not want a narrowed enemy to be able to generate items and weapons, even if I define the corresponding lotag.

This post has been edited by Firefly_Trooper: 03 July 2019 - 02:16 PM

0

#275

Lotag respawn code is fixed:

state lotag_code_items
  { ifvare L_RESPAWN 21 { espawnvar FIRSTGUNSPRITE }
    else ifvare L_RESPAWN 22 { espawnvar CHAINGUNSPRITE }
    else ifvare L_RESPAWN 23 { espawnvar RPGSPRITE }
    else ifvare L_RESPAWN 24 { espawnvar FREEZESPRITE }
    else ifvare L_RESPAWN 25 { espawnvar SHRINKERSPRITE }
    else ifvare L_RESPAWN 26 { espawnvar HEAVYHBOMB }
    else ifvare L_RESPAWN 27 { espawnvar TRIPBOMBSPRITE }
    else ifvare L_RESPAWN 28 { espawnvar SHOTGUNSPRITE }
    else ifvare L_RESPAWN 29 { espawnvar DEVISTATORSPRITE }
    else ifvare L_RESPAWN 32 { espawnvar GROWSPRITE }
    else ifvare L_RESPAWN 37 { espawnvar FREEZEAMMO }
    else ifvare L_RESPAWN 40 { espawnvar AMMO }
    else ifvare L_RESPAWN 41 { espawnvar BATTERYAMMO }
    else ifvare L_RESPAWN 42 { espawnvar DEVISTATORAMMO }
    else ifvare L_RESPAWN 44 { espawnvar RPGAMMO }
    else ifvare L_RESPAWN 45 { espawnvar GROWAMMO }
    else ifvare L_RESPAWN 46 { espawnvar CRYSTALAMMO }
    else ifvare L_RESPAWN 47 { espawnvar HBOMBAMMO }
    else ifvare L_RESPAWN 48 { espawnvar AMMOLOTS }
    else ifvare L_RESPAWN 49 { espawnvar SHOTGUNAMMO }
    else ifvare L_RESPAWN 51 { espawnvar COLA }
    else ifvare L_RESPAWN 52 { espawnvar SIXPAK }
    else ifvare L_RESPAWN 53 { espawnvar FIRSTAID }
    else ifvare L_RESPAWN 54 { espawnvar SHIELD }
    else ifvare L_RESPAWN 55 { espawnvar STEROIDS }
    else ifvare L_RESPAWN 56 { espawnvar AIRTANK }
    else ifvare L_RESPAWN 57 { espawnvar JETPACK }
    else ifvare L_RESPAWN 59 { espawnvar HEATSENSOR }
    else ifvare L_RESPAWN 60 { espawnvar ACCESSCARD }
    else ifvare L_RESPAWN 61 { espawnvar BOOTS }
    else ifvare L_RESPAWN 100 { espawnvar ATOMICHEALTH }
    else ifvare L_RESPAWN 101 { espawnvar ACCESSCARD setactor[RETURN].pal 21 }
    else ifvare L_RESPAWN 102 { espawnvar ACCESSCARD setactor[RETURN].pal 23 }
    else ifvare L_RESPAWN 1348 { espawnvar HOLODUKE }
  }
  break
ends

0

#276

View PostFirefly_Trooper, on 26 June 2019 - 07:40 AM, said:

New tests! I had the idea to use two different "ifspritepal" in the code:

appendevent EVENT_SOUND
  ife RETURN PRED_RECOG
  { ifspritepal 21
    ife sprite[].picnum LIZTROOPSTAYPUT
    set RETURN BLANK
  }
  ife RETURN PRED_RECOG
  { ifspritepal 22
    ife sprite[].picnum LIZTROOP
    set RETURN BLANK
  }
endevent


Results on a map: "LIZTROOP (pal 22)" has more sound (PRED_RECOG). "LIZTROOPSTAYPUT (pal 21)" still has the sound.

Now, I add the value "break" in the code:

appendevent EVENT_SOUND
  ife RETURN PRED_RECOG
  { ifspritepal 21
    ife sprite[].picnum LIZTROOPSTAYPUT
    set RETURN BLANK
  }
  ife RETURN PRED_RECOG
  { ifspritepal 22 break
    ife sprite[].picnum LIZTROOP
    set RETURN BLANK
  }
endevent


Results on the map: "LIZTROOP (pal 22)" still has the sound (PRED_RECOG). "LIZTROOPSTAYPUT (pal 21)" no longer has sound.

Conclusion: it works very well but only with two different "pal" There must be a way for this to work with all color palettes (0-25).


I still have this problem to solve.
0

#277

Maybe the value "getlastpal" to help.
0

#278

After performing new tests again, the value "break" added in the code below does not work. There is always this strange bug for the weapon appearance (FREEZSPRITE and SHOTGUNSPRITE):

state lotag_code_items
  { ifvare L_RESPAWN 21 { espawnvar FIRSTGUNSPRITE }
    else ifvare L_RESPAWN 22 { espawnvar CHAINGUNSPRITE }
    else ifvare L_RESPAWN 23 { espawnvar RPGSPRITE }
    else ifvare L_RESPAWN 24 { espawnvar FREEZESPRITE }
    else ifvare L_RESPAWN 25 { espawnvar SHRINKERSPRITE }
    else ifvare L_RESPAWN 26 { espawnvar HEAVYHBOMB }
    else ifvare L_RESPAWN 27 { espawnvar TRIPBOMBSPRITE }
    else ifvare L_RESPAWN 28 { espawnvar SHOTGUNSPRITE }
    else ifvare L_RESPAWN 29 { espawnvar DEVISTATORSPRITE }
    else ifvare L_RESPAWN 32 { espawnvar GROWSPRITE }
    else ifvare L_RESPAWN 37 { espawnvar FREEZEAMMO }
    else ifvare L_RESPAWN 40 { espawnvar AMMO }
    else ifvare L_RESPAWN 41 { espawnvar BATTERYAMMO }
    else ifvare L_RESPAWN 42 { espawnvar DEVISTATORAMMO }
    else ifvare L_RESPAWN 44 { espawnvar RPGAMMO }
    else ifvare L_RESPAWN 45 { espawnvar GROWAMMO }
    else ifvare L_RESPAWN 46 { espawnvar CRYSTALAMMO }
    else ifvare L_RESPAWN 47 { espawnvar HBOMBAMMO }
    else ifvare L_RESPAWN 48 { espawnvar AMMOLOTS }
    else ifvare L_RESPAWN 49 { espawnvar SHOTGUNAMMO }
    else ifvare L_RESPAWN 51 { espawnvar COLA }
    else ifvare L_RESPAWN 52 { espawnvar SIXPAK }
    else ifvare L_RESPAWN 53 { espawnvar FIRSTAID }
    else ifvare L_RESPAWN 54 { espawnvar SHIELD }
    else ifvare L_RESPAWN 55 { espawnvar STEROIDS }
    else ifvare L_RESPAWN 56 { espawnvar AIRTANK }
    else ifvare L_RESPAWN 57 { espawnvar JETPACK }
    else ifvare L_RESPAWN 59 { espawnvar HEATSENSOR }
    else ifvare L_RESPAWN 60 { espawnvar ACCESSCARD }
    else ifvare L_RESPAWN 61 { espawnvar BOOTS }
    else ifvare L_RESPAWN 100 { espawnvar ATOMICHEALTH }
    else ifvare L_RESPAWN 101 { espawnvar ACCESSCARD setactor[RETURN].pal 21 }
    else ifvare L_RESPAWN 102 { espawnvar ACCESSCARD setactor[RETURN].pal 23 }
    else ifvare L_RESPAWN 1348 { espawnvar HOLODUKE }
  }
  break
ends


{ ifai AITROOPSHRUNK
    state lotag_code
    break
  }


So I opted for this option which works much better:

onevent EVENT_GAME
  switch sprite[THISACTOR].picnum
  case LIZTROOP
    { ifai AITROOPSHRUNK
      state lotag_code
    }
  break
  endswitch
endevent


Last little problem with this option "EVENT_GAME" the Liztroop that shrinks, does not have the animation walk. He simply slips on the floor, like a curling puck.

This post has been edited by Firefly_Trooper: 09 July 2019 - 11:24 AM

0

#279

So I did like this:

onevent EVENT_GAME
  switch sprite[THISACTOR].picnum
  case LIZTROOP
    ifai AITROOPSHRUNK
    ifmove fleeenemy
    state lotag_code
    break
  endswitch
endevent


Inverse result! The Liztroop has its correct animation, but the items appear. Will have to find again... and again !
0

#280


0

#281

Shadow monsters code FIXED !


0

#282

The problem of "lotag respawn code" is still not solved. The problem of appearance still persists. I tried to add "EVENT_GAME" commands "ifspritepal" nothing works. Maybe the "state lotag_code_items" should be placed once in code, at "lizcode"?
0

User is offline   Mark 

  • Honored Donor

#283

You lost me a long time ago in your jungle of code. :P
Thats why I haven't offered any help lately.
0

#284

 Mark, on 10 July 2019 - 04:11 PM, said:

You lost me a long time ago in your jungle of code. :P
Thats why I haven't offered any help lately.


It is true that I can lose people on the wire, because I post a lot of small content here and there. LOL

by constantly checking my files, I still corrects small errors, I add small ideas and lately, I posted two or three very annoying problems to finish.

1. Problem for Lorag Respawn code
2. Problem for recognize sound for enemystayput
0

#285

To try again to fix the two main problems, I think that the command "EVENT_GAME" could be the solution. I should test again.
0

#286

Sounds of recognition with an EVENT did not work.

However, I found a solution to another older problem. This is the processing of the fall command of an actor. It remains to adjust the position to height, before the actor falls to the ground. The same function as items, ammunition and weapons.

The value "htcgg" can set this.

This post has been edited by Firefly_Trooper: 13 July 2019 - 03:17 PM

0

#287

The value "htcgg" it's not work !

Exemple code:

useractor notenemy XMASGREENPRESENT_AMMO1 0
  fall
  sizeat 20 20
  state greenpresentdrop_ammo

  ifspawnedby LIZTROOPNUWI
  {
    ifaction 0 { sizeat 20 20 action GREENPRESENTAMMO1 }
    state greenpresentdrop_ammo
  }
  else
  ifspawnedby LIZTROOPNUWIRUNNING
  {
    ifaction 0 { sizeat 20 20 action GREENPRESENTAMMO1 }
    state greenpresentdrop_ammo
  }
  else
  ifspawnedby LIZTROOPNUWISTAYPUT
  {
    ifaction 0 { sizeat 20 20 action GREENPRESENTAMMO1 }
    state greenpresentdrop_ammo
  }
  else
  ifspawnedby LIZTROOPNUWISHOOT
  {
    ifaction 0 { sizeat 20 20 action GREENPRESENTAMMO1 }
    state greenpresentdrop_ammo
  }
  else
  ifspawnedby LIZTROOPNUWIJETPACK
  {
    ifaction 0 { sizeat 20 20 action GREENPRESENTAMMO1 }
    state greenpresentdrop_ammo
  }
  else
  ifspawnedby LIZTROOPNUWIONTOILET
  {
    ifaction 0 { sizeat 20 20 action GREENPRESENTAMMO1 }
    state greenpresentdrop_ammo
  }
  else
  ifspawnedby LIZTROOPNUWIJUSTSIT
  {
    ifaction 0 { sizeat 20 20 action GREENPRESENTAMMO1 }
    state greenpresentdrop_ammo
  }
  else
  ifspawnedby LIZTROOPNUWIDUCKING
  {
    ifaction 0 { sizeat 20 20 action GREENPRESENTAMMO1 }
    state greenpresentdrop_ammo
  }
  getactor[THISACTOR].cstat TEMPFIX1
  xorvar TEMPFIX1 1
  xorvar TEMPFIX1 0
  cactor XMASGREENPRESENT_AMMO1
  setactor[THISACTOR].cstat TEMPFIX1

  getactor[THISACTOR].yrepeat TEMPFIX1
  ifvarn TEMPFIX1 0
  { ifvarand sprite[THISACTOR].cstat 8
      mulvar TEMPFIX1 -360
    else
      mulvar TEMPFIX1 -85
    getactor[THISACTOR].z TEMPFIX2
    addvarvar TEMPFIX2 TEMPFIX1
    setactor[THISACTOR].z TEMPFIX2

    setactor[THISACTOR].yoffset -25
    randvar TEMPFIX1 128
    setactor[RETURN].cstat 4
  }
enda

0

#288

Hello! How to fix this fall treatment problem?
0

#289

NEWS UPDATE !!!

- bug of "floating frozen duke" fixed !
- ammunitions / weapons of dead Predator + corrected JIBS6 fixed !
- fire attack bug of King Cobra + adding missing frames fixed !
- Infinite Shot of Commander Cari and Flying_Frosty fixed !
- adding a new sound for the dead Greenslime
- adding a new Duke quote of the Duke64 version (jibbed sound, portable medkit, Boss and level exploration)
- added the possibility of saving girls (Duke64 only) -- not finished
- functional "operate" command for all enemies
- additions and corrections of quotes (with the names.h file)
- the dying Liztroop (LIZTROOPSUFFERING) can now be killed directly
- the coding of "shadow enemies" is fixed (deleted the "shadow")
- adding a new "Atomic Health" named "Pearl Health" (Caribbean only)
- the four new monsters of "Game.com" porterage + all items is fixed
- add the unreleased enemy "Captain Iguana" of Caribbean (just two tiles only for the decoration)
- adding already existing quotes of weapon pickup and monsters killed, just like the N64 version (rockin', go ahead, make my day, etc...)
- added medkit version WT, with some modifications
- adding a spriteshadow, for all items and projectiles (someone)
- femcode is fixed (98%)

This post has been edited by Firefly_Trooper: 16 July 2019 - 06:56 PM

0

#290

View PostFirefly_Trooper, on 16 July 2019 - 06:46 PM, said:

NEWS UPDATE !!!

- bug of "floating frozen duke" fixed !
- ammunitions / weapons of dead Predator + corrected JIBS6 fixed !
- fire attack bug of King Cobra + adding missing frames fixed !
- Infinite Shot of Commander Cari and Flying_Frosty fixed !
- adding a new sound for the dead Greenslime
- adding a new Duke quote of the Duke64 version (jibbed sound, portable medkit, Boss and level exploration)
- added the possibility of saving girls (Duke64 only) -- not finished
- functional "operate" command for all enemies
- additions and corrections of quotes (with the names.h file)
- the dying Liztroop (LIZTROOPSUFFERING) can now be killed directly
- the coding of "shadow enemies" is fixed (deleted the "shadow")
- adding a new "Atomic Health" named "Pearl Health" (Caribbean only)

Where can I get your CON files from? There's nothing sticky on the first post. I currently used a fixed CON file from Darkus which has been solid (/8946-original-gamecon-fixes)
0

#291

View PostMitch Richters, on 16 July 2019 - 06:50 PM, said:

Where can I get your CON files from? There's nothing sticky on the first post. I currently used a fixed CON file from Darkus which has been solid (/8946-original-gamecon-fixes)


NEWS UPDATE !!!

- bug of "floating frozen duke" fixed !
- ammunitions / weapons of dead Predator + corrected JIBS6 fixed !
- fire attack bug of King Cobra + adding missing frames fixed !
- Infinite Shot of Commander Cari and Flying_Frosty fixed !
- adding a new sound for the dead Greenslime
- adding a new Duke quote of the Duke64 version (jibbed sound, portable medkit, Boss and level exploration)
- added the possibility of saving girls (Duke64 only) -- not finished
- functional "operate" command for all enemies
- additions and corrections of quotes (with the names.h file)
- the dying Liztroop (LIZTROOPSUFFERING) can now be killed directly
- the coding of "shadow enemies" is fixed (deleted the "shadow")
- adding a new "Atomic Health" named "Pearl Health" (Caribbean only)
- the four new monsters of "Game.com" porterage + all items is fixed
- add the unreleased enemy "Captain Iguana" of Caribbean (just two tiles only for the decoration)
- adding already existing quotes of weapon pickup and monsters killed, just like the N64 version (rockin', go ahead, make my day, etc...)
- added medkit version WT, with some modifications
- adding a spriteshadow, for all items and projectiles (someone)
- femcode is fixed (98%)

Good evening! You should wait a little bit my friend. I will be posting a mod update soon. :)
0

#292

Captain Gorilla has been cleaned. All "pink pixels" are removed.
0

#293

Dying sounds of the Octabrain PSX is fixed.
Adding missing spriteflags "GREENSLIME FOOD"
Quotes of the items Carribean is fixed.
All weapons and items of Caribbean is fixed.

This post has been edited by Firefly_Trooper: 17 July 2019 - 06:09 AM

0

#294

View PostMitch Richters, on 16 July 2019 - 06:50 PM, said:

Where can I get your CON files from? There's nothing sticky on the first post. I currently used a fixed CON file from Darkus which has been solid (/8946-original-gamecon-fixes)


You want to play mod, or just have CON files? The work done by Darkus has been very successful. I have further improved this work, because it is a set of very nice fixes for mapping and also play the game in an optimized way.
0

#295

Is there a way to solve the problem of falling objects treatment?

getactor[THISACTOR].cstat TEMPFIX1
  xorvar TEMPFIX1 1
  xorvar TEMPFIX1 0
  cactor XMASGREENPRESENT_AMMO1
  setactor[THISACTOR].cstat TEMPFIX1

  getactor[THISACTOR].yrepeat TEMPFIX1
  ifvarn TEMPFIX1 0
  { ifvarand sprite[THISACTOR].cstat 8
      mulvar TEMPFIX1 -360
    else
      mulvar TEMPFIX1 -85
    getactor[THISACTOR].z TEMPFIX2
    addvarvar TEMPFIX2 TEMPFIX1
    setactor[THISACTOR].z TEMPFIX2

    setactor[THISACTOR].yoffset -25
    randvar TEMPFIX1 128
    setactor[RETURN].cstat 4

0

#296

Duke64 quote version added.

Quote for portable medkit is fixed.
Quote for Boss1, 2 and 3 partially fixed.
Quote jibbed fixed.
Only quote for map exploration is fixed.
0

#297

While waiting for the next answers for the unresolved issues, I will take care of other codings.
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#298

Liztroop demo project has been further improved.

New folder soon available.
0

#299

View PostFirefly_Trooper, on 26 June 2019 - 07:40 AM, said:

New tests! I had the idea to use two different "ifspritepal" in the code:

appendevent EVENT_SOUND
  ife RETURN PRED_RECOG
  { ifspritepal 21
    ife sprite[].picnum LIZTROOPSTAYPUT
    set RETURN BLANK
  }
  ife RETURN PRED_RECOG
  { ifspritepal 22
    ife sprite[].picnum LIZTROOP
    set RETURN BLANK
  }
endevent


Results on a map: "LIZTROOP (pal 22)" has more sound (PRED_RECOG). "LIZTROOPSTAYPUT (pal 21)" still has the sound.

Now, I add the value "break" in the code:

appendevent EVENT_SOUND
  ife RETURN PRED_RECOG
  { ifspritepal 21
    ife sprite[].picnum LIZTROOPSTAYPUT
    set RETURN BLANK
  }
  ife RETURN PRED_RECOG
  { ifspritepal 22 break
    ife sprite[].picnum LIZTROOP
    set RETURN BLANK
  }
endevent


Results on the map: "LIZTROOP (pal 22)" still has the sound (PRED_RECOG). "LIZTROOPSTAYPUT (pal 21)" no longer has sound.

Conclusion: it works very well but only with two different "pal" There must be a way for this to work with all color palettes (0-25).


I will resume this coding and try to find a solution.
0

#300

Still no result. However, for the removal of Commander Caribbean and Flying_Frosty, I will use this "SFLAG_SMOOTHMOVE"
0

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