CON editing tutorials
#1 Posted 21 December 2009 - 07:21 AM
1) Where can I find a correct/up-to-date one, made with eDuke32 in mind?
2) Where can I find a tutorial describing the new eDuke32-specific stuff (gamevars etc.) and how to implement them, with examples?
3) Are there IDE's/specific editors for CON editing? If so, where can I find them?
4) Any useful technical specifications, caveats, gotchas?
Thanks.
#2 Posted 21 December 2009 - 08:06 AM
http://wiki.eduke32.com/wiki/Main_Page
I'm not a con coder either, but for some things that I needed to fix, I found he info from the wiki.
This post has been edited by supergoofy: 21 December 2009 - 08:08 AM
#3 Posted 21 December 2009 - 08:32 AM
Zxcasd, on Dec 21 2009, 06:21 PM, said:
I use Notepad++ for editing cons. It's quite usable and can be customized to highlight some primitives, like an IDE.
#5 Posted 22 December 2009 - 12:39 AM
supergoofy, on Dec 21 2009, 09:06 AM, said:
I *have* looked at those tutorials but they don't explain the basics, only how to do certain specific things; prior CON-hacking knowledge is still required. I was searching for a "total newbie"-kind of tutorial.
#6 Posted 22 December 2009 - 01:34 AM
http://wiki.eduke32.com/wiki/Scripting was supposed to be something like that but it never got finished.
#7 Posted 22 December 2009 - 07:51 AM
#8 Posted 22 December 2009 - 07:54 AM
Milo, on Dec 22 2009, 08:51 AM, said:
No tutorials, but I found AWOL a pretty good place to get a feel for how it worked. They didn't use any AI commands for their bad guys and for some reason that helped me understand the dynamics a bit better.
#9 Posted 22 December 2009 - 07:54 AM
This post has been edited by Mblackwell: 22 December 2009 - 07:54 AM
#10 Posted 22 December 2009 - 01:51 PM
Unfortunately the site was never finished and for the most part it only covers 1.5 coding, along with a tad of early Eduke.
#11 Posted 22 December 2009 - 02:01 PM
Zxcasd, on Dec 21 2009, 07:21 AM, said:
The scripting system itself is fairly straightforward. What causes difficulties are the many quirks in the game engine which can interfere with your code. (Here's one random example out of thousands of possible examples: If you give the player a negative vertical velocity while he is already airborne, he will fly upwards (as he should), but if you apply the same velocity to him while he is on the ground, nothing will happen). If you have trouble getting something to work, post about it on the forums and someone will most likely help you.
#12 Posted 02 February 2013 - 04:26 AM
I would like to need some help from you guys for CON coding and i'd rather test the Con files with DOS Duke than eDuke32
what i want to test for DOS Duke is this Human Trooper created by Cage
and I use dnce for CON Coding
This post has been edited by Mikko Pekkola: 02 February 2013 - 04:26 AM
#13 Posted 02 February 2013 - 08:03 AM
Mikko Pekkola, on 02 February 2013 - 04:26 AM, said:
what i want to test for DOS Duke is this Human Trooper created by Cage
and I use dnce for CON Coding
Not sure what the question is
Let's start from the beginning
http://wiki.eduke32.com/wiki/Confaq42 (( added) this is the link I meant in the first place)
the entire page is a must know, for con coding.
Once you've read through it, post an actual question, then either I or real coders can respond.
One question I have: why limit to the Dos version of Duke 3D? EDuke32 supports Duke 3D 100%, but works on all Operating systems.
This post has been edited by Hank: 02 February 2013 - 02:03 PM
#14 Posted 02 February 2013 - 10:06 AM
Hank, on 02 February 2013 - 08:03 AM, said:
Let's start from the beginning
http://wiki.eduke32.com/wiki/Scripting
the entire page is a must know, for con coding.
Once you've read through it, post an actual question, then either I or real coders can respond.
One question I have: why limit to the Dos version of Duke 3D? EDuke32 supports Duke 3D 100%, but works on all Operating systems.
That's because i'd want to. So, can you help me?
#15 Posted 02 February 2013 - 10:12 AM
Mikko Pekkola, on 02 February 2013 - 10:06 AM, said:
Help you how? What exactly do you need?
And, if/since this is for your own project, may I suggest to open up a new thread, so people can answer or help you to your specific project queries.
#16 Posted 02 February 2013 - 10:38 AM
Hank, on 02 February 2013 - 10:12 AM, said:
And, if/since this is for your own project, may I suggest to open up a new thread, so people can answer or help you to your specific project queries.
Yes, yes of course. This is for my own project for DOS Duke What i exaclty need was help for CON Coding for Human Trooper created by Cage, so i'll go open up a new thread for this
This post has been edited by Mikko Pekkola: 02 February 2013 - 10:39 AM
#17 Posted 02 February 2013 - 11:38 AM
Captain Awesome, on 22 December 2009 - 01:51 PM, said:
Unfortunately the site was never finished and for the most part it only covers 1.5 coding, along with a tad of early Eduke.
Nevertheless I agree it is probably the best place to start when learning how to code a basic enemy.
#18 Posted 02 February 2013 - 04:54 PM
#19 Posted 25 February 2013 - 11:36 AM
What i read was this: "First we need to make a state function. Open the game.con file and put the following lines of code at the top of the file"
I have no idea where at the top of the file the following lines of code needs to be put and which line it needs to be put, it wasn't told in there
#21 Posted 28 February 2013 - 06:59 AM
Seems very redundant and stupid to me.
#22 Posted 28 February 2013 - 05:55 PM
http://dukertcm.com/...cuments-online/
There a few years newer than the confaq by Bishop, but some portions of them where not completed.
#23 Posted 01 March 2013 - 12:54 PM
Of course, i'd like to try CON Coding for both DOS Duke and EDuke if you're really thinking so
#24 Posted 02 March 2013 - 08:01 AM
Mikko Pekkola, on 01 March 2013 - 12:54 PM, said:
Of course, i'd like to try CON Coding for both DOS Duke and EDuke if you're really thinking so
Sorry to butt in again, but yes, focus on EDuke32. You can limit your programming to the so called vanilla version of Duke 3D, if you are a fan of the original look and feel for the game, but have the flexibility to expand later.
#25 Posted 16 March 2013 - 11:21 AM
#26 Posted 16 March 2013 - 12:36 PM
Mikko Pekkola, on 16 March 2013 - 11:21 AM, said:
I wish this would have been done over PM, but I need to respond.
Sorry no.
Just open the question to all forum members. There are many people that love to program but have no buddy let alone model to work with.
This post has been edited by Hank: 16 March 2013 - 01:36 PM
#27 Posted 20 March 2013 - 06:58 PM
#28 Posted 23 March 2013 - 06:04 AM
Trooper Dan, on 20 March 2013 - 06:58 PM, said:
How?
#29 Posted 23 March 2013 - 06:26 AM
Trooper Dan, on 20 March 2013 - 06:58 PM, said:
That's what he's been trying to do for quite a while now: http://forums.duke4....-human-trooper/
#30 Posted 28 March 2013 - 09:30 AM
Mikko_Sandt, on 23 March 2013 - 06:26 AM, said:
What's that, may i ask?