The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#1531 Posted 21 February 2024 - 01:05 AM
Misc knowledge so I don't go too far off-topic: Teleporters can be locked, which is documented in a few places. Water teleporters can also be locked, but only going down, which I discovered when I wanted water to rise up and not be submersible until after the rising. Quite surprised I haven't seen this done more often.
While probably not useful, GENERICPOLE is subject to multiplayer only palette rules like switches are, as is MUSICANDSFX. The last tile of the rotating red beacon light is tied to the destructible cameras flag, as it used to be CAMERAPOLE.
#1532 Posted 12 March 2024 - 04:26 AM
#1534 Posted 16 April 2024 - 09:28 AM
Crossing red sectors walls would be fine but I don't want the sound to pass through white sector walls into separate sectors even if the sound radius is wide enough.
#1535 Posted 16 April 2024 - 10:56 AM
Ghostwar, on 16 April 2024 - 09:28 AM, said:
Crossing red sectors walls would be fine but I don't want the sound to pass through white sector walls into separate sectors even if the sound radius is wide enough.
I don't think achieving what you're describing is possible without new code, but just in case some of the following helps or is compatible with what you're making:
- ambient sounds are responsive to ACTIVATORLOCKED (and the sector doesn't have to have another function to warrant it), that means they can be flexed around the progressive reveal(s) of this or that part of a level, however once 'unlocked' they won't stop playing even if triggered to 'lock' again (edit - according to High Treason, that limitation reportedly is modern port behavior);
- source of the sound is tied to the exact coords of the MUSIC&SFX sprite also as far as Z/height is concerned, so if the conditions allow the due degree of control you can place them on tiny sectors with SE31's and GPSPEED with the value of your choice for more or less pronounced fade in/out effects with every new trigger, and now that can be activated/deactivated at one's liking.
This post has been edited by ck3D: 16 April 2024 - 01:15 PM
#1536 Posted 16 April 2024 - 11:33 AM
ck3D, on 16 April 2024 - 10:56 AM, said:
- ambient sounds are responsive to ACTIVATORLOCKED (and the sector doesn't have to have another function to warrant it), that means they can be flexed around the progressive reveal(s) of this or that part of a level, however once 'unlocked' they won't stop playing even if triggered to lock' again;
- source of the sound is tied to the exact coords of the MUSIC&SFX sprite also as far as Z/height is concerned, so if the conditions allow the due degree of control you can place them on tiny sectors with SE31's and GPSPEED with the value of your choice for more or less pronounced fade in/out effects with every new trigger, and now that can be activated/deactivated at one's liking.
#1537 Posted 16 April 2024 - 12:14 PM
I've also explored the idea of placing several music sprites in an area and then reducing the radius of the sound so that it does not propagate through the walls, but what tends to happen when the sound circles overlap each other is the sound stops when Duke transitions into the radius of an adjacent sound circle.
Meanwhile, only using one music sprite is also problematic... for instance, to hear the gurgling water of a fountain in a rectangular room at the furthest ends of the room requires the radius to be set such that the circle reaches to those walls. But then the circle naturally extends outside of the rectangular room along the nearest walls. And if there are any adjacent rooms that the circle reaches into then the sound can be heard in there.
I'm surprised no one has added some new code to fix that yet considering how many maps have sectors that are either laterally close to each other or vertically close to each other.
#1538 Posted 16 April 2024 - 01:24 PM
I've edited my former post (while I still could) to specify that apparently the limitation on ACTIVATORLOCKEDs is modern port behavior, at least according to High Treason. Been a while since I last used DOS Build myself to test. EDIT - according to Aleks now, you CAN in fact turn the sound off that way in EDuke too, but only if the player is situated outside of the sound radius when they trigger that. So strange.
Not going to be very useful but sometimes you want sector over sector layers to place just the sound sources in, that you can then manipulate independently from the main level layer and the sounds will still be heard there depending on what you dictate 'under the hood'. So if anything, that's one forte of the behavior that you describe as problematic - it allows for a possible complete disconnection of the playable map from its soundscape, if that's someone's thing.
This post has been edited by ck3D: 16 April 2024 - 01:47 PM
#1539 Posted 16 April 2024 - 05:46 PM
This post has been edited by ck3D: 16 April 2024 - 06:04 PM
#1540 Posted 17 April 2024 - 10:46 AM
This post has been edited by NNC: 17 April 2024 - 10:53 AM
#1541 Posted 17 April 2024 - 10:58 AM
I'm wondering if the "Funny Boner" Comedy Club is just a weird little wordplay, because it sounds similar to "Unabomber".
#1542 Posted 17 April 2024 - 12:44 PM
Forge, on 19 May 2016 - 10:55 AM, said:
http://www.amcwebfor...hp?topic=8034.0
starting around page 3 is where a certain person starts having "issues" with the title.
AMC no longer exists Can you tell us about it?
#1543 Posted 17 April 2024 - 03:33 PM
F!re-Fly, on 30 July 2019 - 03:51 AM, said:
The spanish translation is hilarious! In the part that says "The odds are a million-to-one" it says: "exterminate the odds is your mission" aparently the translator though the "Odds" was how the enemies were called.
Also "murky bodies of water" translates as: "bodies trapped in life" 😁
#1544 Posted 20 May 2024 - 09:55 AM
- Changing Shadow Warrior DOS v1.2's "AutoAim" setting was found to break demos recorded beforehand. My find dates back to April 2020, while I was checking demo compatibility in VoidSW. Truly, version 1.2 didn't come with its own bundled demos, but that's still a thing I can bring up.
- Duke Nukem 3D: Atomic Edition v1.5 has its own variation, as I've just realized. You can break demos by changing any of the values WeaponChoice0...WeaponChoice9. I simply tried reversing their order, and DEMO1.DMO broke. Although Duke didn't make direct use of the (differing) choice of weapon, that seemed to be sufficient for impacting random number generation.
#1545 Posted 24 May 2024 - 05:50 PM
#1546 Posted 17 June 2024 - 02:14 AM
Episode air date I think aligns with the Duke 3D dev cycle and so it's very probable that as a late addition to Stadium, the blimp (or at least its final DUF BEER branding) implies it's supposed to be Sideshow Bob's precisely.
EDIT - I had underestimated how popular the trope is throughout the show, so I'd mitigate that impression now since a Duff blimp can be seen in two more pre-Duke 3D release Simpsons episodes: https://simpsons.fan...wiki/Duff_Blimp still, the one from that episode seems most prominent/influential and contemporary (the former episodes featuring a Duff Beer blimp being as old as from 1992 and 1993; Sideshow Bob one is from late 1995) and also resonates with the nuclear weapon theming.
This post has been edited by ck3D: 17 June 2024 - 02:42 AM
#1547 Posted 06 November 2024 - 09:58 AM
#1548 Posted 06 November 2024 - 12:55 PM
Ghostwar, on 06 November 2024 - 09:58 AM, said:
I don't know, but there's a lot of really obscure keyboard combos that do things listed on this page:
https://wiki.eduke32...yboard_Commands
apparently F2 toggles the clipboard preview which is a big part of what you want - if you search the page for "toggle" there are other things you can turn off too
#1549 Posted 13 November 2024 - 11:32 AM
Danukem, on 06 November 2024 - 12:55 PM, said:
https://wiki.eduke32...yboard_Commands
apparently F2 toggles the clipboard preview which is a big part of what you want - if you search the page for "toggle" there are other things you can turn off too
Well what do you know.. it was a combination of three separate key combinations at that link that did the trick.
Appreciate the link and the help.
Keep an eye out for some ridiculous screenshots at "what are you working on"
Probably this weekend.