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CON coding problems.  "Improvements and progress."

User is offline   F!re-Fly 

#391

Many small corrections and some small additions for the pleasure of the game.

Next mod update, normally at the end of the month.
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User is offline   F!re-Fly 

#392

Duke Nukem Advance = 85 % !

New test video:


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User is offline   Mark 

#393

No sounds for the new monsters?
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User is offline   F!re-Fly 

#394

View PostMark, on 13 March 2020 - 07:10 AM, said:

No sounds for the new monsters?


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

;)
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User is offline   F!re-Fly 

#395

Having one last nice idea for HUD, I would like to understand how to display an icon on the screen (EVENT_DISPLAYREST), with the following characteristics:

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"
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User is offline   F!re-Fly 

#396

Hello guys! I have an important question for some sounds that I have added. Is there a way to increase the volume? Because I have certain sounds which at a low level and when I increase the sound with software (SoundForge), the sound is of course saturated.

Please tell me what to do. This will allow me to quickly finish the DNA extension.
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User is offline   Mark 

#397

If you zip them up and post it here or send me a link in PM and I'll see if I can work some magic on them.
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User is offline   Mark 

#398

I see you posted DNA sounds in a different thread. I downloaded them. Tell me which sounds need to be increased.
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User is offline   F!re-Fly 

#399

View PostMark, on 17 March 2020 - 04:23 AM, said:

I see you posted DNA sounds in a different thread. I downloaded them. Tell me which sounds need to be increased.


Unfortunately, you have to increase all the sounds (60 in total).

It's nice of you.
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User is offline   Mark 

#400

If its that folder of DNA sounds in your other post I'll work on it. Get them as loud as I can but still clear, or just a slight boost in volume?
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User is offline   F!re-Fly 

#401

View PostMark, on 17 March 2020 - 10:29 AM, said:

If its that folder of DNA sounds in your other post I'll work on it. Get them as loud as I can but still clear, or just a slight boost in volume?


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

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User is offline   Mark 

#402

I have no idea how loud they are supposed to be originally. That could be a problem. ;)
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User is offline   F!re-Fly 

#403

View PostMark, on 17 March 2020 - 01:06 PM, said:

I have no idea how loud they are supposed to be originally. That could be a problem. ;)


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 ^^
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User is offline   F!re-Fly 

#404

New test, with sounds:


4

User is offline   F!re-Fly 

#405

Hello guys. I'm stuck for two littles thing in coding.

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.
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#406

So, what Im trying to do is I had imported a bunch of tile art from Shadow Warrior and Lameduke and its sitting in my user art under TILES021.ART - TILES024.ART. A lot of it are animated techwalls with a "broken" wallpaper when you shoot it. I searched USER.CON and GAME.CON and didn't see anything about TECHWALLS, only in DEFS.CON where the stock art is defined as breakable walls.

So, I tried defining the tiles I had in DEFS.CON here...
Posted Image

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

Posted Image

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?
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User is offline   F!re-Fly 

#407

View PostOttopartz460, on 22 March 2020 - 04:07 PM, said:

So, what Im trying to do is I had imported a bunch of tile art from Shadow Warrior and Lameduke and its sitting in my user art under TILES021.ART - TILES024.ART. A lot of it are animated techwalls with a "broken" wallpaper when you shoot it. I searched USER.CON and GAME.CON and didn't see anything about TECHWALLS, only in DEFS.CON where the stock art is defined as breakable walls.

So, I tried defining the tiles I had in DEFS.CON here...
Posted Image

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

Posted Image

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

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#408

View PostF!re-Fly, on 22 March 2020 - 04:32 PM, said:

Good evening friend! Before I can help you, I have a quick question. Is it the LameDuke textures? Because I know that some tiles were added in the 1997 mod "The Gate".


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?
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#409

View PostF!re-Fly, on 22 March 2020 - 04:32 PM, said:

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 ?


Yeah. Im learning, but I can copy and paste.
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User is offline   F!re-Fly 

#410

View PostOttopartz460, on 22 March 2020 - 05:26 PM, said:

Yeah. Im learning, but I can copy and paste.


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.
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User is offline   F!re-Fly 

#411

Okay ! Here are the first steps to make the job easier:

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]
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#412

So, Im going to have to redefine everything in the game? Or just the my custom art? And I'd still call it DEFS.CON?
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#413

Also, I already have USER.CON, GAME.CON and DEFS.CON separated. I dont remember seeing an EDUKE.CON.
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User is offline   F!re-Fly 

#414

View PostOttopartz460, on 22 March 2020 - 08:30 PM, said:

So, Im going to have to redefine everything in the game? Or just the my custom art? And I'd still call it DEFS.CON?


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:

Posted Image

This post has been edited by F!re-Fly: 22 March 2020 - 08:43 PM

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#415

View PostF!re-Fly, on 22 March 2020 - 08:40 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:

Posted Image


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?
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User is offline   F!re-Fly 

#416

View PostOttopartz460, on 22 March 2020 - 09:13 PM, said:

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?


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
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#417

View PostF!re-Fly, on 23 March 2020 - 12:00 AM, said:

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


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?
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User is offline   F!re-Fly 

#418

View PostOttopartz460, on 23 March 2020 - 12:24 AM, said:

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?


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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User is offline   F!re-Fly 

#419

I remember is important. If you had put the main .CON files in a folder named "CONS" make sure that Eduke32 can access this folder during compilation.
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#420

Ok. I think itll be fine. So, whats next?
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