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I wonder if as for "today" if we can add new ANM / IVF clips?  "I wonder if they updated to let us."

User is offline   Zaxtor 

#1

In the past we cannot add new ones but can only replace the current hard coded clips etc.


Like on May 2012s The Commander said : "Videos can only replace the hard coded ANM (sorry we cant add new videos at this time it seems)"
On that thread
https://forums.duke4...eos-with-sound/


They can be replaced but we cannot add new one at this time it seems.
That was on May 2012 it was said.

Things can change in 6.5 years sometimes.

but on as for 2018s
Can we add extra cutscenes?
Like a different/new cutscene when you finish a level in let say Ep4, Ep5, Ep6 etc
And new CINEOV (endgame clip) For Ep5, Ep6 etc?



For the Ep clear clip
Like when you end an episode, "level clear in an episode"

Example
Ep1 and Ep2 backgrounds when you clear a level are different.
Ep3 and Ep4 have same background as Ep1 when you finish a map.
only Ep2 is different.
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User is offline   Renegado 

#2

View PostZaxtor, on 12 December 2018 - 01:59 PM, said:

but on as for 2018s
Can we add extra cutscenes?
Like a different/new cutscene when you finish a level in let say Ep4, Ep5, Ep6 etc
And new CINEOV (endgame clip) For Ep5, Ep6 etc?

The wiki already explains how to add custom cutscenes:
http://wiki.eduke32....ting_an_episode

View PostZaxtor, on 12 December 2018 - 01:59 PM, said:

For the Ep clear clip
Like when you end an episode, "level clear in an episode"

Example
Ep1 and Ep2 backgrounds when you clear a level are different.
Ep3 and Ep4 have same background as Ep1 when you finish a map.
only Ep2 is different.

This is doable but it's more tricky. You'll need to override the original endlevel screen by setting RETURN to -1 in the EVENT_ENDLEVELSCREEN event and then write your own bonus screen from scratch using EVENT_SCREEN and the startscreen command.
2

User is offline   Zaxtor 

#3

So technically you just add more and the game engine recognize it.?

We have
cutscene START0.ANM { delay 10 }
cutscene START1.ANM { delay 10 }
cutscene START2.ANM { delay 10 }


So let say I do

cutscene START0.ANM { delay 10 }
cutscene START1.ANM { delay 10 }
cutscene START2.ANM { delay 10 }
cutscene START3.ANM { delay 10 }
cutscene START4.ANM { delay 10 }
etc



for event thing

onevent EVENT_NEWGAME
// Only trigger when we come from the skill select menu
ifvare current_menu 110
{
switch VOLUME
case 0 // episode 1
redefinequote 254 START0.ANM
startcutscene 254
break
case 1 // episode 2
redefinequote 254 START1.ANM
startcutscene 254
break
case 2 // episode 3
redefinequote 254 START2.ANM
startcutscene 254
break
case 3 // episode 4
redefinequote 254 START3.ANM
startcutscene 254
break
case 4 // episode 5
redefinequote 254 START4.ANM
startcutscene 254
break
*** add more if you want more ****
endswitch
}
endevent
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User is offline   Renegado 

#4

Yes that should work fine and dandy.
Also if you want to play a cutscene at the end of a level you should use EVENT_ENDLEVELSCREEN instead. For example:

appendevent EVENT_ENDLEVELSCREEN
	switch VOLUME
	case 0 // EPISODE 1
		ife LEVEL 0 // LEVEL 1
		{
			stopallmusic
			redefinequote 254 ENDING1.ANM
			startcutscene 254
		}
	break
	endswitch
endevent

2

User is offline   Zaxtor 

#5

I see.

I put Ending1.IVF if I go HRP or etc
0

User is offline   Tea Monster 

  • Polymancer

#6

Yes you can. We added one to the end of the HHR mod. https://www.moddb.co...caust-rethinked
0

User is offline   Mark 

#7

HHR didn't do it like the above with the event in con. It was done through a less elegant method because IIRC the event wasn't available at the time.

This post has been edited by Mark: 12 December 2018 - 08:21 PM

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