CON coding problems. "Improvements and progress."
#391 Posted 11 March 2020 - 01:16 PM
Next mod update, normally at the end of the month.
#394 Posted 13 March 2020 - 07:58 AM
Mark, on 13 March 2020 - 07:10 AM, said:
I will add the sounds recovered from the game at the end. I still have objects to code and the last four basic enemies.
I also have the list of sounds to correct in the DEFS.CON file
#395 Posted 13 March 2020 - 11:07 AM
1. icon displayed for 10 seconds until it disappears
2. make a gradual disappearance (exactly like the messages that appear at the top of the screen)
3. make an animated icon? As in a .DEF file
[attachment=14798:duke0000.jpg]
Regarding other codings, it progresses much better than I would have thought before.
But as far as the on-screen displays are concerned, it's not yet completely "ok"
#396 Posted 16 March 2020 - 05:10 PM
Please tell me what to do. This will allow me to quickly finish the DNA extension.
#397 Posted 16 March 2020 - 05:39 PM
#398 Posted 17 March 2020 - 04:23 AM
#399 Posted 17 March 2020 - 09:20 AM
Mark, on 17 March 2020 - 04:23 AM, said:
Unfortunately, you have to increase all the sounds (60 in total).
It's nice of you.
#400 Posted 17 March 2020 - 10:29 AM
#401 Posted 17 March 2020 - 11:16 AM
Mark, on 17 March 2020 - 10:29 AM, said:
I just want an increase in volume. That it is almost like in the original game, that we can hear the sounds correctly in relation to the given actions.
For example:
SQUISHED
ROAM sound
DYING sound
PAIN sound
...
If you could keep the quality of the sounds that I ripped myself, it would be cool to keep that ambience.
Thank you Mark !
This post has been edited by Firefly Trooper: 17 March 2020 - 11:17 AM
#402 Posted 17 March 2020 - 01:06 PM
#403 Posted 17 March 2020 - 02:17 PM
Mark, on 17 March 2020 - 01:06 PM, said:
I have a much better friend. I just trust you with your work. The result will please me. As long as the sounds are heard correctly in the game, it's perfect ^^
#405 Posted 20 March 2020 - 11:06 AM
The problem is based on all the floors that damage the player or floors with water when he is in the appropriate area (Like "PURPLELAVA", "WATERTILE2" or "FLOORSLIME" for example).
1. I would like to succeed in generating imprints of Duke's boots when he comes out of the water (Ideal for Caribbean and WT textures).
2. Make a new floor that damages Duke (new actor "FLOORLAVA" for DNA).
I have of course tried to do everything by myself, but no satisfactory result.
#406 Posted 22 March 2020 - 04:07 PM
So, I tried defining the tiles I had in DEFS.CON here...

But, the game, Mapster and even DukeRes wont recognize the name of the walls.

So, my question is, if the non-broken art is tile #5965 and the broken art is tile #5875, how do I make it break when shot at in the game?
I have a theory that the art cant be in the userart (like anything TILES014.ART and above) because, I tried assigning a sprite (it was the 4 shotgun shells from DOOM) as actually an item that you can pick up and add 4 shells to your inventory. It didn't work when the tile number was in the 5000s in like TILES021.ART. It only worked when I moved it to slot #50 in TILES000.ART
Is there any kind of cutoff like that? Do I have to move all the breakable wall art up into the TILES000-013 range? What the hell am I doing wrong?
#407 Posted 22 March 2020 - 04:32 PM
Ottopartz460, on 22 March 2020 - 04:07 PM, said:
So, I tried defining the tiles I had in DEFS.CON here...

But, the game, Mapster and even DukeRes wont recognize the name of the walls.

So, my question is, if the non-broken art is tile #5965 and the broken art is tile #5875, how do I make it break when shot at in the game?
I have a theory that the art cant be in the userart (like anything TILES014.ART and above) because, I tried assigning a sprite (it was the 4 shotgun shells from DOOM) as actually an item that you can pick up and add 4 shells to your inventory. It didn't work when the tile number was in the 5000s in like TILES021.ART. It only worked when I moved it to slot #50 in TILES000.ART
Is there any kind of cutoff like that? Do I have to move all the breakable wall art up into the TILES000-013 range? What the hell am I doing wrong?
Hi friend. You will be the first person to ask me for help
I am completely ready to help you, because I have time. I myself found a coding part, which allows to break a wall texture in the game. I will also explain to you how I did the organization of the tiles.
I have a question ! Are you comfortable with CON files ?
This post has been edited by F!re-Fly: 22 March 2020 - 04:49 PM
#408 Posted 22 March 2020 - 04:41 PM
F!re-Fly, on 22 March 2020 - 04:32 PM, said:
Some are. The ones in question are technically from Shadow Warrior, but they are basically the same art from LameDuke, just some of the walls cut in half.
I also just tried defining a bottle from LameDuke in DEFS.CON. Its in tile #3991 so I put "define BOTTLE20 3991" in DEFS.CON and nothing would recognize it. I tried moving the bottle to tile #13, but that was already named "FOF" and I don't see that defined in DEFS.CON. Also, it wouldn't show the bottle itself in the game or Mapster (in Mapster, itd show the sprite in 2D mode only).
So, I moved the bottle to tile #14. The bottle shows up, but its not being recognized as a breakable object. I have it in DEFS.CON as "define BOTTLE20 14". Do I need to go into GAME.CON and copy and paste from another breakable object to get that to work? How are the regular bottles and techwalls coded in regular Duke 3D, then?
#409 Posted 22 March 2020 - 05:26 PM
F!re-Fly, on 22 March 2020 - 04:32 PM, said:
I am completely ready to help you, because I have time. I myself found a coding part, which allows to break a wall texture in the game. I will also explain to you how I did the organization of the tiles.
I have a question ! Are you comfortable with CON files ?
Yeah. Im learning, but I can copy and paste.
#410 Posted 22 March 2020 - 05:37 PM
Ottopartz460, on 22 March 2020 - 05:26 PM, said:
OK, I understand ! At first, I never used a personalized .ART file in my work. I built everything with the .CON files and of course the .DEF files.
#411 Posted 22 March 2020 - 06:09 PM
01. - Put all your custom textures in a folder (inside the main Eduke32 folder of course) and rename it as you wish ("tiles" for example).
02. - Create a .DEF file so that personalized textures and sprites can be recognized. This method bypasses that of .ART files. This new "DEF" file must also be in another folder, always at the root of Eduke32. For example "defs files"
03. - Open the DEF file and between the lines concerning your textures. Example: tilefromtexture 14 { file "tiles/customtiles/14.png" }
04. - Now we will go to the side of .CON files. at the root of the Eduke32 folder, you should have a file called "EDUKE.CON" open it!
05. - Once inside this file, between these three essential lines for the game: defs.con, user.con and game.con.
WARNING !!! It will especially be necessary to put a white space between each lines because otherwise, Eduke32 could have serious problems for the compilation of the files.
06. - Put the three main game files (DEFS, USER and GAME) in another folder and always at the root of Eduke32. For example "cons"
Now let's move on, to the script files.
[attachment=14879:etape 01.png] [attachment=14880:etape 02.png]
[attachment=14881:etape 03.png] [attachment=14882:etape 04.png]
[attachment=14883:etape 05.png] [attachment=14884:etape 06.png]
#412 Posted 22 March 2020 - 08:30 PM
#413 Posted 22 March 2020 - 08:32 PM
#414 Posted 22 March 2020 - 08:40 PM
Ottopartz460, on 22 March 2020 - 08:30 PM, said:
No ! All the textures of the original game will be active with the file "DUKE3D.GRP" which must imperatively be in the root folder. You only define your custom textures with .DEF files. I think I understood. You should not have the "Megaton Edition" version with a neat and clean "hud".
If you want, I can give you the necessary files and folders from Megaton, and then move on to the next steps.
Here's what Megaton Edition folders and files look like:
This post has been edited by F!re-Fly: 22 March 2020 - 08:43 PM
#415 Posted 22 March 2020 - 09:13 PM
F!re-Fly, on 22 March 2020 - 08:40 PM, said:
If you want, I can give you the necessary files and folders from Megaton, and then move on to the next steps.
Here's what Megaton Edition folders and files look like:

No thanks. Im using the Atomic Edition.
But, I think I get what youre saying, make a file called tiles.def or something like that and define all the additional artwork I want to use, right?
#416 Posted 23 March 2020 - 12:00 AM
Ottopartz460, on 22 March 2020 - 09:13 PM, said:
But, I think I get what youre saying, make a file called tiles.def or something like that and define all the additional artwork I want to use, right?
No problem friend !
Yes, to avoid bothering you with ART files (as well as TILES01, TILES23, etc ...), use all your custom textures as indicated above.
The .DEF files will be of great help to you.
Once you have completed the actions indicated, we will move on to the sprites and "breakable" walls step
#417 Posted 23 March 2020 - 12:24 AM
F!re-Fly, on 23 March 2020 - 12:00 AM, said:
Yes, to avoid bothering you with ART files (as well as TILES01, TILES23, etc ...), use all your custom textures as indicated above.
The .DEF files will be of great help to you.
Once you have completed the actions indicated, we will move on to the sprites and "breakable" walls step
Alright, so I put the DEFS.CON, GAME.CON and USER.CON in a separate folder but in the same direction is eDuke32 named "CONS"
I also, made a notepad file named "TILES.DEF" and it has the following...
tilefromtexture 5965 { file "duke3d/extra artwork/W_TECHWALL20.PNG"}
tilefromtexture 5875 { file "duke3d/extra artwork/W_HITTECHWALL20.PNG"}
Im only going to do one wallpaper to see if it works or not.
Should I also put TILES.DEF in the CONS folder?
#418 Posted 23 March 2020 - 01:00 AM
Ottopartz460, on 23 March 2020 - 12:24 AM, said:
I also, made a notepad file named "TILES.DEF" and it has the following...
tilefromtexture 5965 { file "duke3d/extra artwork/W_TECHWALL20.PNG"}
tilefromtexture 5875 { file "duke3d/extra artwork/W_HITTECHWALL20.PNG"}
Im only going to do one wallpaper to see if it works or not.
Should I also put TILES.DEF in the CONS folder?
You don't have to. To make it easy is clear to you, I myself put the .DEF files in another folder, in the same way for the .CON files. Ok, what you are doing is correct.

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