What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#6211 Posted 19 October 2014 - 01:50 PM
Also Zaxtor of Oblivion makes a cameo appearance.
#6212 Posted 20 October 2014 - 04:53 PM
#6213 Posted 20 October 2014 - 08:23 PM
Strange things happening in this map...
This post has been edited by neoacix: 20 October 2014 - 08:23 PM
#6214 Posted 21 October 2014 - 12:16 AM
now if that isn't some sugarier variation on soylent green then i don't know what it is !
#6216 Posted 21 October 2014 - 11:29 AM
ck3D, on 21 October 2014 - 12:16 AM, said:
now if that isn't some sugarier variation on soylent green then i don't know what it is !
You should see the program the machine is running, before I hit the emergency override.
#6219 Posted 21 October 2014 - 01:52 PM
brownfarted, on 21 October 2014 - 12:25 AM, said:
How many more
This post has been edited by The Angry Kiwi: 21 October 2014 - 01:53 PM
#6221 Posted 21 October 2014 - 03:46 PM
This post has been edited by Artem Nevinchany: 21 October 2014 - 03:49 PM
#6222 Posted 22 October 2014 - 12:40 PM
This is the last screenshot I will post, because I'm making progress really fast and don't want to spoil too much.
#6223 Posted 23 October 2014 - 11:24 AM
Mister Sinister, on 22 October 2014 - 12:40 PM, said:
#6225 Posted 26 October 2014 - 10:27 AM
This post has been edited by Artem Nevinchany: 26 October 2014 - 10:28 AM
#6226 Posted 27 October 2014 - 09:07 AM
#6227 Posted 27 October 2014 - 09:47 AM
Cant open these in full screen...
#6228 Posted 27 October 2014 - 03:09 PM
GAME.CON now at nearing 4.1mb in size.
Lots of level work and more.
#6229 Posted 27 October 2014 - 03:20 PM
Zaxtor, on 27 October 2014 - 03:09 PM, said:
GAME.CON now at nearing 4.1mb in size.
Lots of level work and more.
That's either a LOT of duplicate code, or you've found a way to make gamevar names a paragraph long...
#6230 Posted 27 October 2014 - 03:39 PM
#6231 Posted 27 October 2014 - 05:32 PM
TerminX, on 27 October 2014 - 03:20 PM, said:
there are some dupes but lots of diff / altered etc.
Dragon boss example takes lots of coding.
Boss 7 codes alone takes a little over 200 KB.
For its movement, firering and more.
#6232 Posted 27 October 2014 - 06:39 PM
I'm guessing you don't reuse code much in states, and probably don't have many shared/temp vars.
#6233 Posted 27 October 2014 - 08:05 PM
Many level uses many vars for diff things, too complicated to explain.
Is not the var making massive size.
It's complicated to explain.
Boss 7 example has massive size cus.
it's behavior such as movement, firering, eye open/close, hp bar and more.
Lots of bosses have massive con coding.
Also worked on probably one of the coolest door I've ever done.
Hints:
Not a ceiling door.
Not a floor door.
Not a star trek door.
Not a split door (ST 22).
Not a shield door.
Not single side (ST25 SE15) sliding door.
Something I don't think anyone has done.............. yet as far I know of.
This post has been edited by Zaxtor: 27 October 2014 - 08:06 PM
#6234 Posted 27 October 2014 - 09:04 PM
All of this squeezes down the amount of text you need to type out and the size of your code.
#6235 Posted 27 October 2014 - 09:58 PM
Example.
Ifvare CODNAME 1 { do something }
Ifvare CODNAME 2 { do something }
Ifvare CODNAME 3 { do something }
Ifvare CODNAME 4 { do something }
Some goes as high as 300s.
like Ifvare CODNAME 389 { do something }
is complicated.
I have lots of diff vars for diff things to prevent confusion.
I know if you do setvar HHHH 10 { do something }
All the others such as
ifvare HHHH 9
ifvare HHHH 8
ifvare HHHH 7
ifvare HHHH 6
Will be unset and focus on ifvare HHHH 10.
U can set them 1 at the time.
is why I use many diff when I have many diff vars working in the same area.
This post has been edited by Zaxtor: 27 October 2014 - 09:59 PM
#6236 Posted 28 October 2014 - 03:45 AM
Edit, basically what we are trying to say is that possible due to your poor English you don't fully understand how to code correctly and efficiently.
This post has been edited by The Commander: 28 October 2014 - 03:47 AM
#6237 Posted 28 October 2014 - 05:31 AM
Monsters has state etc.
Example.
ifhitweapon
{
state checkorbcon1hitstate
and blah blah below or above the hitstate as long is below ifhitweap
---
(above actor /useractor notenemy name)
state orbcon1dead
(final behavior coding before killit)
killit
ends
state checkorbcon1hitstate
ifdead state orbcon1dead
ends
PS forgot to say.
Multi ifvare is only known way for a thing I did, mentioned before I think.
Example you press switch 1 then switch 2, something happens
If you press switch 2 first then 1 after something different happens.
If you press 3 then 2 then 1 something different happens
if you press 2 3 1 something different happens.
So it does several different thing... like a combination.
This post has been edited by Zaxtor: 28 October 2014 - 05:32 AM
#6238 Posted 28 October 2014 - 05:36 AM
define MYACTOR1 3585
define MYACTOR2 3586
define MYACTOR3 3587
state spawnblood
ifhitweapon
{
guts JIBS6 12
spawn BLOODPOOL
killit
}
ends
useractor notenemy MYACTOR1 2
state spawnblood
enda
useractor notenemy MYACTOR2 2
state spawnblood
enda
useractor notenemy MYACTOR3 2
state spawnblood
enda
Don't think the other thing I did would work with that.
posting its code can reveal some code (spoiler alert) thing.
#6239 Posted 28 October 2014 - 05:50 AM
This post has been edited by The Commander: 28 October 2014 - 05:51 AM
#6240 Posted 28 October 2014 - 06:38 AM
Example let say you have 6 switches (6 sprites).
Example
You press 1 2 3 6 = Ceiling falls on your player
You press 1 2 3 4 6 = An atomic health spawns
You press 6 3 2 1 = A door opens
You press 1 2 3 4 5 6 = 4 monsters spawns
You press 1 2 then unpress 1 and press 3 something opens
You press 1 2 5 = room fills with toxic gases
You press 1 2 3 then unpress 1 = nothing happens
You press 1 2 3 then unpress 2 = Exit door opens.
You press 1 2 3 then unpress 1 and 2 = nothing happens
(Note this is not in my code these combinations)
Is to prevent spoiling.
This post has been edited by Zaxtor: 28 October 2014 - 06:40 AM