I think there's a big misunderstanding here. First, I'm not interested in making a mod at the moment, I'm just adding stuff from other mods to Legacy, for a custom episode I plan to make. I'll only create a REAL mod a long time from now, when I have more experience and skills in programming the game, then it will be real, but for now, I'm just testing and learning the language little by little. As I said, and maybe I didn't make it clear, everything I'm doing is just a test, an experiment, because I'm only now starting to explore the game's programming, because until now I've only been creating maps, nothing more than that.
I have no intention of plagiarizing anyone, because as I said, I'm not making a mod, I'm just adding more stuff to a mod that I really liked and I'm still learning how to do it. What I'm really doing, at the moment, is learning how to add more stuff to the game, whether in relation to the mod or the original game. All of this will be done just to make a custom episode in a mod that I'm not even the author of. This episode will be just an add-on, and not an official mod, so you can rest assured about that. After all, if this episode becomes available for download, it will only be with the authorization of the author of Legacy.
Otherwise, it will be for personal use only. So there's no need for all this fuss! I'm not stealing anything, since I'm not making a true independent mod, much less profiting from it, because that would be condemnable! I don't know about you guys, but my intention is not to harm any mod author, I would never do something like that! What the hell! At least I have a clear conscience about this!
If you're referring to "stealing" the act of learning how to take something from one mod and put it into another for personal learning purposes and for the purpose of trying to do something different, simply because you thought it was cool and wanted to put it into another mod to see how it works, to understand how the effects work, or even with the intention of somehow improving an existing mod through an extension, which will only be made available for download with the authorization of the mod author, then there's nothing I can do about it, because it seems to me to be just a matter of ego and competitive culture.
What I'm going to do doesn't even come close to Legacy and Dukeplus, not to mention the coding and organization of the scripts, which aren't very organized, so it will still be a long time before I can do something really cool or innovative. For example, just now I made, on my own, and without using any mod, a simple effect in which when you approach an enemy with low HP and interact with him, he dies and explodes, as if Duke had beaten him up. The animation part is still in development, because I'm trying, with some difficulty, to simulate Duke's hand on the screen punching the enemy during the interaction. And it's not even an animated sprite, but that one when Duke shrinks. This doesn't even come close in quality to what's in Alien Armageddon, in terms of the brutality effect, because what I did was quite crude and simple!
And no, I didn't get codes from AA to make that, that's for sure! I really want to make something from my own, personal, related to brutal interaction with aliens!
The idea of creating a megamod is still just an utopia, something very distant from now. It won't be in this, next or another near year. I think someone thought I would be making something like that now. Maybe I'll never do that, due to the difficulty.
Besides that, I don't know if I made this clear, but I've already added some new things on my own, and these things involve much simpler codes than the ones I got from mods (for example, the face on the HUD and an effect that occurs when health is low), as well as damage effects for getting close to certain sprites, with sound and visual effects, and a mine as a trap. Regarding what I said about having made a new effect, in fact, it wasn't really a new sector effect, but variations, although that was a learning experience. I'm sorry if I wasn't clear about that.
It just seemed like a new effect to me, I was so excited to have managed to make something even a little different from what was already in the mod! I'm sorry if I don't understand technical terms very well, as I'm still starting out with this.
I'm still really far from being able to make a totally innovative effect that requires complex calculations!
I'm not being rude or crude at all, the entire thing is that lately I've been so excited about the idea of having managed to change and add things (unlike what I've done for a long time) that I've accidentally rushed into things, and I apologize for this having caused a misunderstanding. I'm not putting down anyone's work here, much less the mods I've explored. I'm even grateful that there's a community like this in relation to the game.
There's a lot of useful stuff here that I wouldn't be able to find anywhere else, in relation to the game, of course. And it's not just about programming, but also about developing maps.
I haven't wasted any time, on the contrary, in the months since I started using this language, I've already learned a few more things. Before that, I had no idea what an event or state was, for example. Now when I look through CON files, I already have a much clearer idea of what a certain script means in the general context, which I couldn't before.
Regarding the use of AI, I don't see any problems with it, as long as it doesn't prevent you from learning a programming language and developing skills in it. To be honest, some AIs that I've used so far have helped me better understand various syntaxes and their context. The biggest problem I've noticed in relation to AI, when dealing with less popular coding systems like CON, is that they tend to create things, often outside the real context of the language in question. They tend to think that their intention of putting in any command will make something work. It is you who has to make the AI do something right, for example, by giving it a script that actually works as a practical example to understand it. But even so, you should always be aware of possible mistakes that it itself may make. In fact, it was through this that I ended up learning a little more about the CON language, by telling the AI what should or should not be done according to the language, what symbols should use or not use for example. And that seems to me to be a sign of learning by the way!
My biggest difficulty at the moment with the CON language seems to be more in relation to the use of timers and in understanding and developing certain command logic, such as calculations. I noticed that this language, although simple and direct, is not very intuitive, which can cause things to happen that a newbie in programming would not expect to happen and this can be the biggest difficulty. As already mentioned here, the CON language is full of peculiarities.
I'll repeat again, I don't intend to create any megamod (the day I make a true mod, I think It'll be based on ROTT theme), because I still lack the skills to do so. So you don't need to worry about "theft" or anything like that. Jesus!!!
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I already did "EDuke64" more than ten years ago, and we supported 64-bit on Linux even before that. We decided to keep the name the same in all cases. Search this forum.
I apologize for that, I simply didn't knew. I just did a suggestion. There are certainly many things that happened here that I don't know. It's been a long time since I read the posts from this community.
So that's it... I apologize if I was hasty, and that's what happened.
I know I still have a lot to learn here...