"Paper cuts" -- minor bugs and annoyances "Post problems here that could be fixed with a few minutes of effort"
#451 Posted 02 April 2013 - 08:42 PM
#452 Posted 03 April 2013 - 03:24 AM
This post has been edited by Fox: 04 April 2013 - 08:36 AM
#453 Posted 04 April 2013 - 08:38 AM
#454 Posted 05 April 2013 - 12:45 AM
Hendricks266, on 31 March 2013 - 01:41 PM, said:
Steam\SteamApps\common\Duke Nukem 3D\gameroot\classic\DEFS.CON
Steam\SteamApps\common\Duke Nukem 3D\gameroot\classic\GAME.CON
Steam\SteamApps\common\Duke Nukem 3D\gameroot\classic\USER.CON
TerminX, it looks like we've hit another issue. Perhaps instead of adding the directory, we should just copy DUKE3D.GRP and DUKE.RTS as Plagman suggested.
Seems TX has addressed this issue with rev. 3637. Now Eduke32 is just using the grp files from the Steam directories. Great stuff!
This post has been edited by NightFright: 05 April 2013 - 12:46 AM
#455 Posted 05 April 2013 - 02:02 AM
I carry around SE's with me like candles exploring ancient tombs, and sometimes they end up clipping through walls and they never return which is another bother.
Also i noticed PALs on walls were not updating correctly in 3d mode rendermode 4 untill you slightly changed a texture.
Liztroops will not jet pack through ROR levels either, but that has probably already been brought up and if it could of been fixed it if it could be.
This post has been edited by DanM: 05 April 2013 - 02:07 AM
#456 Posted 05 April 2013 - 05:34 AM
ifp phigher { ifceilingdistl 128 nullop else ifactornotstayput ai AITROOPJETPACK break }
I don't think there really is anything that can be done without changing the original CON.
#457 Posted 05 April 2013 - 06:06 AM
#458 Posted 05 April 2013 - 06:34 AM
#459 Posted 05 April 2013 - 08:03 AM
TerminX, on 05 April 2013 - 06:06 AM, said:
Wait a moment, let's do some analysis first before changing commands. Ifceilingdistl and iffloordistl check against actor[].ceilingz/floorz. Doing a quick grep for assignments of these members shows that it's a bit inconsistent at the moment: sometimes values coming from the already TROR-aware getzrange() are used, while in other places, either the sector members are taken over directly or the slope z value is calculated and used.
#460 Posted 05 April 2013 - 09:04 AM
Also, why the crosshair is white in software?
This post has been edited by fgsfds: 05 April 2013 - 09:05 AM
#461 Posted 05 April 2013 - 09:46 AM
#462 Posted 05 April 2013 - 10:51 AM
DanM, on 05 April 2013 - 02:02 AM, said:
Can do.
I, in r3648, said:
Toggled with Ctrl+Shift+[KP-]. Variable 'headlight_range' controls its range.
For the implementation, a new event EVENT_PREDRAW3DSCREEN was added.
What I forgot to mention is there has to be an active Polymer light in the map to display the head light. There is no way to create lights from m32-script, so it just takes the light with index 0, repositions it and tweaks some of its members. When you disable the head light again, it should go back to its old position. However, I only tested that with SE lights, it might be broken for lights created by loading a maphack.
#463 Posted 05 April 2013 - 11:04 AM
fgsfds, on 05 April 2013 - 09:04 AM, said:
The default palettes are hard-coded in the menus (and Eduke32 only add fuel to the fire), so I would recommend not to use them, start at pal 30.
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I am having some trouble trying to make a mod compatible with HRP. The biggest problem I have is that the new textures or palettes don't overwritte the HRP ones.
It is forcing me to use undeftexture and undefmodel for every new tile, and it still doesn't work properly because it doesn't undefine setuptile. I wish tilefromtexture would already do that for me, i.e. erasing anything regarding that texture in above lines.
And the issue with palettes is that since all I need are simply RGB values, so I use tint. However it doesn't do anything to palmaps defined prior to it...
This post has been edited by Fox: 05 April 2013 - 04:00 PM
#464 Posted 05 April 2013 - 04:01 PM
Fox, on 05 April 2013 - 11:04 AM, said:
===//===//===
I am having some trouble trying to make a mod compatible with HRP. The biggest problem I have is that the new textures or palettes don't overwritte the HRP ones.
It is forcing me to use undeftexture and undefmodel for every new tile, and it still doesn't work properly because it doesn't undefine setuptile. I wish tilefromtexture would already do that for me, i.e. erasing anything regarding that texture in above lines.
And the issue with palettes is that since all I need are simply RGB values, so I use tint. However it doesn't do anything to palmaps defined prior to it...
You should able to set shade to 128 to guarantee black on all pals. In fact fading to something like shade 40 was how I achieved the particle effects in Top Shooter (though now it could be done using the .alpha member).
#466 Posted 05 April 2013 - 09:20 PM
#467 Posted 06 April 2013 - 04:04 AM
Gambini, on 02 April 2013 - 01:21 AM, said:
Where the hell is it?
NEVERMIND. it´s a set of tiles
True, the E1 ending sequence is realized as C code which draws some tiles and plays according sounds. I was first thinking of allowing an IVF replacement for the E1 ending as well as adding four bits to disable playback of any of the four episode bonus scenes (requested by Mikko in the scripting thread). However, I think it would still be pretty arbitrary... e.g. what if only a part should be disabled, etc...
A much more cleaner solution would IMO be a general cutscene system where you could define animations and sounds to be played back, and start them whenever desired.
#468 Posted 06 April 2013 - 03:27 PM
This post has been edited by Fox: 06 April 2013 - 03:29 PM
#469 Posted 06 April 2013 - 06:59 PM
EDIT : got it working, says headlight enabled just not sure what is meant by the index 0 part
EDIT2: Works now, think i was running the 64 bit version, Thanks helix this is great no more carrying around an SE like some old man in a dungeon
This post has been edited by DanM: 06 April 2013 - 10:35 PM
#470 Posted 06 April 2013 - 11:03 PM
maybe a check so headlight will never work if full noclip is on
This post has been edited by DanM: 06 April 2013 - 11:04 PM
#472 Posted 07 April 2013 - 05:07 AM
#473 Posted 07 April 2013 - 05:11 AM
ADDED: I just tried it out. Works great. It has the added benefit for me of being a close Mapster duplicate of the flashlight mod I'm using for my maps.
This post has been edited by Mark.: 07 April 2013 - 05:18 AM
#474 Posted 07 April 2013 - 09:18 AM
Trooper Mick, on 07 April 2013 - 05:07 AM, said:
I work with maps that have a uniform shade that is basically black, that's how old brush based engines worked, in dark areas you really can't see anything and this helps find texture alignments and find se sprite easier in dark areas, speaking of which all game code sprites should always be full bright, there is no point showing their shade value, you usually enter manual values if you need them anyway, they also should by default have no blocking properties.
#475 Posted 07 April 2013 - 09:30 AM
#476 Posted 07 April 2013 - 09:45 AM
Mark., on 07 April 2013 - 09:30 AM, said:
probably goes a far as saying the hrp se sprites should have a bright green background instead off black for even easier locating, or even giving them their own unique background color for each se so they are even more easily identified when grouped together tightly
for example s could have a bright green and activator could have a bright pink, its never something you see in game should easily qualify as a candidate for some drastic changes given how its used.
#477 Posted 07 April 2013 - 10:43 AM
DanM, on 06 April 2013 - 11:03 PM, said:
Fixed in SVN HEAD btw, thanks for the alert!
#478 Posted 10 April 2013 - 01:05 AM
Helixhorned, on 05 April 2013 - 08:03 AM, said:
So what should be done in this case? Would changing the commands work then? I think it would be best if they did just automatically account for TROR sectors - it wouldn't affect the original levels at all would it?
#479 Posted 10 April 2013 - 08:27 AM
edit : even an issue with lizmen ready to jump, through a ror layer they take a small delay before jumping.
This post has been edited by DanM: 10 April 2013 - 08:41 AM
#480 Posted 11 April 2013 - 12:17 PM
don't know if this is do-able, but i won't until i ask and get berated for being a dumbass
example:
i can drop a map and its midi file (with the same name as the map file) in a directory external to the duke root directory, start the game, select user map, scroll to the directory the map is located, the game will launch the map and the accompanying midi is recognized and played
i was wondering if the same can be done for art files?
is there a way to make the game recognize art files in a directory external to the duke3d root when a user map is selected in that same external directory?
more convenient than having to drop the art file into root. also prevent forgetting the thing is there and having it conflict with something else.
thanks for your time to read this, and i apologize if that time is wasted because it's been answered already
This post has been edited by Forge: 11 April 2013 - 12:18 PM