Duke4.net Forums: Ion Fury Mapping - Duke4.net Forums

Jump to content

  • 7 Pages +
  • « First
  • 2
  • 3
  • 4
  • 5
  • 6
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Ion Fury Mapping

User is offline   quakis 

#91

View PostTekedon, on 16 November 2019 - 08:05 AM, said:

Is there any SoundFX list for all the sounds anywhere?

In 2D mode, press F2. You'll get a list of every defined sound. They can also be previewed with the Enter key. The list can be sorted in different ways after pressing S, the sound list will grey out, with options for sorting at the very bottom: (S)oundnum and (D)ef are useful.


View PostTekedon, on 16 November 2019 - 08:05 AM, said:

Also how can I extract the maps from the game to check how things were done in Mapster?

An alternative method in 2D mode: Press ESC then (L)oad. In this file list menu, press CTRL F. This'll switch from Local File System mode to Game File System mode. On the left side list should now be a "maps" folder with all the official levels (including preview campaign).

This post has been edited by quakis: 17 November 2019 - 12:38 AM

0

User is offline   Mblackwell 

  • Evil Overlord

#92

Try using blend 129 to get more variance out of your blends as it has a much softer ramp. Then using N (disables the sprite from getting the sector shade) will let you use + and - to get the light intensity you want generally. Blend 255, because of the lack of shades in the palette (only around 24ish until black), ends up giving you a white crush if you aren't careful.
1

User is offline   Tekedon 

#93

View PostMblackwell, on 17 November 2019 - 01:58 AM, said:

Try using blend 129 to get more variance out of your blends as it has a much softer ramp. Then using N (disables the sprite from getting the sector shade) will let you use + and - to get the light intensity you want generally. Blend 255, because of the lack of shades in the palette (only around 24ish until black), ends up giving you a white crush if you aren't careful.


Thanks for the tip. Having a problem with some door sounds not playing. For example, swinging doors seem to work fine. (screenshot 1)

Rising doors don't seem to play sounds, nor does sliding doors. (screenshot 2)

Attached thumbnail(s)

  • Attached Image: swing.jpg
  • Attached Image: garage.jpg

0

User is offline   Mblackwell 

  • Evil Overlord

#94

Place a DS inside those doors.
0

User is offline   Tekedon 

#95

Thanks, works now. What does the DS do actually?
0

User is offline   Mblackwell 

  • Evil Overlord

#96

https://furymap.lerp...tes#page-toc-20
1

#97

Time to Comeback to Ion Fury
Posted Image
5

User is offline   Mike Norvak 

  • Music Producer

#98

View PostTruck Stop Santa Claus, on 21 November 2019 - 01:41 PM, said:

Time to Comeback to Ion Fury
Posted Image


Wooow that's looks gorgeous, a bit blocky still but the ambience depicted really invites for a stroll.
3

#99

I'm making a TWHL Tower map now
So this may get a little less love
Sorry
0

#100

And I'm back
Posted Image
5

#101

Hot springs
Posted Image
0

#102

Posted Image
adding vines
3

#103

Any way of making the bubbles not go all the way to the sky?
I'm using SP+ sprites to do this
0

User is offline   Mblackwell 

  • Evil Overlord

#104

Quote

Mblackwell Today at 12:24 PM
let me see
maybe
but generally they only disappear when they collide with things
yeah rising bubbles only go away when they hit the ceiling (looked at the code)
either a sprite or sector

0

#105

I'll try it
0

User is offline   Mblackwell 

  • Evil Overlord

#106

Edited the OP with a link to the furymap docs that are still being worked on
0

#107

Did a lot of work before Christmas/eve
Wouldn't be able to work on Christmas day (got to travel to family)
But I may have a back up gift on Christmas eve :lol:
The first map I made for Ion Fury, a soccer ball stage, that you play with a severed head
Posted Image
Posted Image
Posted Image
4

#108

And here you go
Posted Image
Ion Soccer
2

#109

I've released a open beta for my Jungle Fury map
Jungle Fury
2

User is offline   oasiz 

  • Dr. Effector

#110



Some of the hotkeys that were added to Fury editor.
A bit longer one that goes through pretty much all I can remember.
5

#111

Is this the same video you posted on the 3D Realms Discord?
0

User is offline   oasiz 

  • Dr. Effector

#112

yes
0

User is online   brullov 

  • Senior Artist at TGK

#113

Does it work for Duke?
0

#114

like Oasiz said
these hotkeys were added for Ion Fury
so I'd say no
0

User is offline   oasiz 

  • Dr. Effector

#115

You can load the scripts but anything fury-specific will obviously be broken.
Most hotkeys in 2D/3D should work just fine however.
0

User is offline   Mblackwell 

  • Evil Overlord

#116

Here's something from Discord for posterity because I don't remember if it's logged anywhere in the data files - Allowing Turrets to be bound to MOVER groups:

Mblackwell said:

@SPYmaps turret is a special pal
here's a bit of behind the scenes - my commit log:
Add a new ability for turrets:
PAL 19 - Regular
PAL 20 - Fruity
In all seriousness turrets with these palettes will
have 300HP and aren't tied to canisters (this can
be modified if really necessary), instead they will
search for a MASTER MOVER whose HITAG matches their
OWNER, and follow along with them.
Check customize.con to modify hp value

I believe the fruity flavor is 360 spin instead of limited turning, and increased range
like the orange vs red turret

0

#117

Fruity :rolleyes:
0

#118

Took a little brake from my Sven Coop map to try something out
Might do something more with it
IDK
Posted Image
1

User is offline   Micky C 

  • Honored Donor

#119

Have you come across Zykov Eddy’s Duke Craft map?

https://youtu.be/S0tetUn3jAE
1

#120

yeah I played that one
0

Share this topic:


  • 7 Pages +
  • « First
  • 2
  • 3
  • 4
  • 5
  • 6
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options