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CON editing tutorials

#31

And did you mean Trooper Dan or someone else?
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User is offline   F!re-Fly 

#32

Hello! Some good coder also helped me on the forum and even by consulting the page of Bishop. With my few acquaintances, I could certainly help.
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User is offline   eniojr 

#33

I'm a newbie to .CON language. I imported new textures to my custom Tilesxxx.art using BAFed and even made animations in it and also new definitions in names.h file. I used texture slot values from 10000 to higher values to avoid overwrite any existing textures from the original game or mods.

What I need now are some code examples on how to transform a texture into some things like: usable buttons, destructible objects (explosives like TNT and non explosives like furniture and trash cans), simple actors with sounds (like those babes from Shadow Warrior), climbing ladder effect (as in Naferia or Shadow Warrior), new access cards and access switches or even like those analogic keys of Shadow Warrior, a bit more complex actors (scared nunning man and woman or animals with their own sounds). I also need to know on how to add new sounds and ambient sounds without overwrite existing ones. My goal is to make an addon, not an entire new mod, much less a total conversion (too complex for me). What I just need are some simple code effects for each of these things mentioned. With those I will try to understand what each code mean.

Remember that I don't know programming language, such as C++. Long ago I changed game.con sometimes, but with minimal changes, without knowing much what I was doing... I remember something about changing enemy palette so with each palette an enemy (such as Pigcop and Octabrain) would fire different projectiles or different amount of the same projectile. It seems to me that the most difficult codes for Duke Nukem are to make complex enemies, new characters, new sector effects and new weapons. They seem to be the most difficult to me, too complex for me to understand right now. Maybe the most difficult codes are related to the graphic processing, related to the Build engine itself. I mean, related to make the game function using Build engine specifically and also related to sectors, walls and sprites in the engine. The source code itself!

Those types of codes used in source code are out of question for me to understand in my situation, because of the complex language, simple as that.

This post has been edited by eniojr: 10 May 2024 - 07:48 PM

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User is offline   eniojr 

#34

Wow, almost a year have passed and now I know much more CON language than in my previous post. Since my last post I learned how to add much more features. Not only port features from some mods, but in making my own too. New buttons, new features, new keycard colors, new keycard type, new sector effects, modified weapons and enemies, traps similar to other games, sector effector traps, new projectiles and more. Today I only use AI to explain me better the use of some syntaxes and to understand better the context of some scripts in the game (not to copy and paste codes), but the scripting part now I make it myself. From my last post to this one, I made many and many scripts myself manually.

As I learn even more about CON scripting, things are getting more interesting.

Yes, coding can get boring sometimes, but it's also partly fun!

This post has been edited by eniojr: 25 April 2025 - 11:21 AM

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