Mapping
#1 Posted 20 February 2011 - 12:01 AM
This is where the map starts with a static cutscene camera (APLAYER sprite is only placed to show where the player is)
A conversation with the barkeep and player takes place and the player is then in control and has to leave the room.
The player then gets teleported to here (Where the APLAYER sprite is) after leaving the bar, this is where I need some help as such.
1. I would some how like to be able to lock the player in place if possible after leaving the bar.
2. Make the monsters attack the player, possibly killing him or lowering his health to some low level.
3. Make the player respawn in a new location as Jedrik.
I believe some of this effect could be achieved using cutscene cameras and have the player teleport to the new respawn location before the monsters are able to kill the player. The main problem I face is forcing the player to start as Duke and changing him to Jedrik after the scene with the monsters.
Having a bitfield extra for the camera that forces F7 view mode on would be very helpful as this then shows the APLAYER during cut scenes.
Also the FOGSPAWNER 179 does not seem to work, there is no tile for it in mapster and changing a tile to 179 using F8 in mapster does nothing either.
EDIT: How exactly does the grass spawner work, in the above screenshot half the time random bits of grass are spawned in game and then sometimes nothing is spawned.
This post has been edited by The Commander: 20 February 2011 - 12:09 AM
#2 Posted 20 February 2011 - 12:56 AM
Grass sprites do not spawn when using Polymer -- maybe that's why they don't show up for you sometimes? It works by finding all the sectors with grass textured floors, then doing some calculations and spawning grass sprites in random locations in the sectors.
What you are trying to do would require some new scripting, and I have my hands full with other stuff right now. The best you could do would be to use the undocumented SE105, which is used to capture the player and take his items in wgx3.map. What you do is make a pair of the SE105 with the same hitag. When the player enters the sector of the first one he will be frozen in place and the screen will fade. Make the SE pal 2 and it will fade to red (pal 0 is black). The player will wake up at the other SE105 of the same hitag. This is pretty much identical to the sleeping SE effect from DP, although it lacks all the options. Also, the player does not take damage during this time, so you can have the monsters swarming on him as it is fading to red and he will survive. One thing you really can't do right now is switch characters after the game starts.
#3 Posted 20 February 2011 - 08:39 AM
DeeperThought, on Feb 20 2011, 09:56 PM, said:
Yes this was the case, any reason they do not spawn when polymer is used?
DeeperThought, on Feb 20 2011, 09:56 PM, said:
Also, the player does not take damage during this time, so you can have the monsters swarming on him as it is fading to red and he will survive.
This worked rather well, I have uploaded a low quality video of the effect in action. (I have poor internet at the moment)
http://www.youtube.c...h?v=Uo22AWf5ndI
I also can't seem to get MUSICSWITCH 2952 to work, I have placed a 2952 sprite tagged 18,100 and an Activator tagged 0,100 with a touchplate 0,100 at the start position but I can't get the music to stop. I am pretty sure it is setup right according to the documentation.
#4 Posted 20 February 2011 - 09:48 AM
Polymer seems to run a lot worse the more sprites are visible, so I have the grass spawning disabled with polymer.
It's difficult to get CON effects to work with hardcoded things like ACTIVATORS. IIRC, you have to make the activator do something like open a door somewhere in the map. Or, you can download the patch I posted in the other thread. The CONs should work even without the rest of version 1.2 (I think). Using those CONs, you can make the MUSICSWITCH work like a touchplate by setting its extra to 1. With extra set to 1, you don't need to set lotag at all, it will switch to the track number of the hitag when the player steps in the sector.
#5 Posted 20 February 2011 - 01:46 PM
Were the voice clips from Legacy of Kain (the first one)? You're basically remaking the prologue?
#6 Posted 20 February 2011 - 02:13 PM
Plagman, on Feb 20 2011, 03:46 PM, said:
Yeah, the song's name is Sign of Evil.
#7 Posted 20 February 2011 - 03:35 PM
#8 Posted 20 February 2011 - 07:53 PM
DeeperThought, on Feb 21 2011, 06:48 AM, said:
Great, I will try this out tonight after work.
Plagman, on Feb 21 2011, 10:46 AM, said:
Yeah, I think Kain's voice fits perfectly into WGR2.
Plagman, on Feb 21 2011, 10:46 AM, said:
I hope to remake (Not to exact detail as that sucks) as much as I can in one user map and see how it goes down.
This post has been edited by The Commander: 20 February 2011 - 07:55 PM
#9 Posted 14 March 2011 - 01:22 PM
#10 Posted 14 March 2011 - 02:08 PM
It would be hard to get people into them up on the high ceiling and the room looks too clean and civilized for that sort of thing.
I like the 3rd shot as well, all it needs is some more details to sell it.
This post has been edited by DeeperThought: 14 March 2011 - 02:09 PM
#11 Posted 14 March 2011 - 02:41 PM
#13 Posted 15 March 2011 - 10:08 AM
Thanks
Yes, I knew those sprites are them Jibbet things. I could replace them with more of the candle chandeliers as seen in the middle, but I think that would put to much light in the room. It is the first room you enter of a mausoleum if that helps in thinking of a possible replacement.
@E.C.S
Thanks,
It helps if you have an idea planned out, or even a basic map drawn on paper. (maths book paper works great)
Also I work 12 hour days so I have a lot of time to think what I will do to the map when I get home.
@DanM
Thanks
I'll send the map your way when it's done, I can't be messed with fog. As you know I have nothing but troubles with it.
This post has been edited by The Commander: 15 March 2011 - 10:11 AM
#14 Posted 03 April 2011 - 07:33 AM
More shots for the episode i'm working with.
This post has been edited by Norvak: 03 April 2011 - 07:36 AM
#15 Posted 03 April 2011 - 08:35 AM
#16 Posted 03 April 2011 - 11:47 AM
#17 Posted 03 May 2011 - 05:17 PM
#18 Posted 03 May 2011 - 07:39 PM
Norvak, on 03 May 2011 - 05:17 PM, said:
ambient lighting distance has been doubled in WGRealms 2
press alt + ctrl + numpad +/- to change the ambient light level in mapster
2 + ticks are what you need to get mapster to correctly represent wgrealms2 maps
shadescale just makes things more visible at high shade values 26+
This post has been edited by DanM: 03 May 2011 - 07:40 PM
#20 Posted 04 May 2011 - 07:48 AM
I did know there was a way to increase the ambient light level but I couldn't remember and I mistook shade level with ambient light level.
Hope I can finish the episode at time, there's still much to do... (i mean before DNF be released) :/
#21 Posted 04 May 2011 - 07:31 PM
Norvak, on 04 May 2011 - 07:48 AM, said:
I did know there was a way to increase the ambient light level but I couldn't remember and I mistook shade level with ambient light level.
Hope I can finish the episode at time, there's still much to do... (i mean before DNF be released) :/
What's wrong with finishing it after DNF?
#22 Posted 04 May 2011 - 09:00 PM
Then again, making decent mods and conversions for modern games pretty much requires that someone somehow have their own 50 man dev team capable of producing an actual game, so who knows if any real mods would have cropped up anyway.
#23 Posted 04 May 2011 - 09:12 PM
TX, on 04 May 2011 - 09:00 PM, said:
Then again, making decent mods and conversions for modern games pretty much requires that someone somehow have their own 50 man dev team capable of producing an actual game, so who knows if any real mods would have cropped up anyway.
Even if DNF shipped with a full featured editor, I'm not sure it would effect the popularity of a TC that happens to star Duke Nukem, but has little else in common with the franchise. If there is an effect, it might be positive. My own prediction is that if DNF is a big hit (and I'm not convinced it will be), then some of that popularity will trickle down to other things Duke, such as WGR2. If 1% of DNF players decided to try out some Build based Duke stuff, that would constitute a significant spike in our traffic.
One or two people can still make certain types of mods for modern games. Making a new multiplayer gametype, for example. But yeah, in general it takes a lot more manpower.
#24 Posted 04 May 2011 - 09:23 PM
It seems that end users don't do much modding themselves anymore, instead opting to pay the original developer to make mods themselves under the guise of "DLC."
#25 Posted 05 May 2011 - 07:25 AM
DeeperThought, on 04 May 2011 - 07:31 PM, said:
TX, on 04 May 2011 - 09:00 PM, said:
Basically that's the reason
DeeperThought, on 04 May 2011 - 09:12 PM, said:
One or two people can still make certain types of mods for modern games. Making a new multiplayer gametype, for example. But yeah, in general it takes a lot more manpower.
TX, on 04 May 2011 - 09:23 PM, said:
Well these words make me see things better, anyway rush mapping rarely gives good results.
This post has been edited by Norvak: 10 August 2011 - 05:02 PM
#26 Posted 02 July 2011 - 08:24 PM
Norvak, are you still working on your episode?
#27 Posted 03 July 2011 - 06:51 PM
The following is from the Mapster log file:
Setting video mode 1280x960 (8-bit windowed)
#2: WALL[7436].NEXTWALL=10954 out of .NEXTSECTOR=1526's bounds
sector 1526's walls: [11017 .. 11021]
#3: WALL[7437].NEXTWALL=10953 out of .NEXTSECTOR=1526's bounds
sector 1526's walls: [11017 .. 11021]
#5: WALL[7445].NEXTWALL=8804 out of .NEXTSECTOR=1258's bounds
sector 1258's walls: [8831 .. 8834]
#47: WALL[10403].NEXTWALL=10954 out of .NEXTSECTOR=1526's bounds
sector 1526's walls: [11017 .. 11021]
#49: WALL[10404].NEXTWALL=10953 out of .NEXTSECTOR=1526's bounds
sector 1526's walls: [11017 .. 11021]
#58: WALL[10412].NEXTWALL=8804 out of .NEXTSECTOR=1258's bounds
sector 1258's walls: [8831 .. 8834]
!! too many errors, stopping. !!
-- corruption level: 4
Loaded map /arome1.map (HEAVY corruption)
This post has been edited by Marked: 03 July 2011 - 06:52 PM
#28 Posted 03 July 2011 - 11:38 PM
#29 Posted 04 July 2011 - 03:38 AM
It sounds pretty bad.
I'll try your suggestion on a spare copy of the map. Thanks.