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Mapping

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#1

I need some opinions or suggestions on how to achieve an effect.

http://img98.imageshack.us/img98/1305/capt0000.jpg
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.

http://img718.imageshack.us/img718/5678/capt0001.jpg
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

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User is offline   Trooper Dan 

  • Duke Plus Developer

#2

The FOGSPAWNER was started and never finished. The definition got left in because I forgot to remove it. I don't even remember how it was supposed to work.

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.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#3

View PostDeeperThought, on Feb 20 2011, 09:56 PM, said:

Grass sprites do not spawn when using Polymer -- maybe that's why they don't show up for you sometimes?

Yes this was the case, any reason they do not spawn when polymer is used?

View PostDeeperThought, on Feb 20 2011, 09:56 PM, said:

The best you could do would be to use the undocumented SE105,
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.
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User is offline   Trooper Dan 

  • Duke Plus Developer

#4

Cool video!

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.
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User is offline   Plagman 

  • Former VP of Media Operations

#5

The music is from Doom E1M8, right? The hell portal one.

Were the voice clips from Legacy of Kain (the first one)? You're basically remaking the prologue?
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User is offline   Hendricks266 

  • Weaponized Autism

  #6

View PostPlagman, on Feb 20 2011, 03:46 PM, said:

The music is from Doom E1M8, right? The hell portal one.

Yeah, the song's name is Sign of Evil.
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User is offline   Trooper Dan 

  • Duke Plus Developer

#7

The music in question has been used in WGR2 since the first release, and I wasn't aware of its origin. It's a good track, but with all of the ripped Doom sprites and textures we are using already, having Doom music as well seems gratuitous, especially when there are so many good non-Doom midis out there (still trying to keep the file size down).
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#8

View PostDeeperThought, on Feb 21 2011, 06:48 AM, said:

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).

Great, I will try this out tonight after work.

View PostPlagman, on Feb 21 2011, 10:46 AM, said:

Were the voice clips from Legacy of Kain (the first one)?

Yeah, I think Kain's voice fits perfectly into WGR2.

View PostPlagman, on Feb 21 2011, 10:46 AM, said:

You're basically remaking the prologue?

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

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#9

All still wip, but as long as I can achieve all the effects I need without having to modify any of the existing WGR2 files this should come together quite nicely.

http://img842.imageshack.us/img842/2668/duke0000.jpg
http://img846.imageshack.us/img846/4108/duke0001.jpg
http://img541.imageshack.us/img541/7673/duke0002.jpg
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User is offline   Trooper Dan 

  • Duke Plus Developer

#10

That looks very nice, especially with Polymer. The baskets look a little out of place in the first shot. I believe that sprite is a Jibbet, which is a medieval torture basket as seen here: http://www.macallena...com/torture.htm EDIT: And no, I'm not into that stuff, I just googled "medieval torture basket" and that site came up. ;)

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

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User is offline   E.C.S 

#11

Amazing job The Commander, jeje I spend like 2 hours in a map and only did a few rooms, I don't know why I take so long.
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User is offline   Stabs 

#12

lookin great, spec the 1st shot

needs white fog in town ;)
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#13

@Dan G
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

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User is online   Mike Norvak 

  • Music Producer

#14

http://img121.imageshack.us/img121/8134/0001ik.jpg

http://img651.imageshack.us/img651/7654/0002jh.jpg

More shots for the episode i'm working with.

This post has been edited by Norvak: 03 April 2011 - 07:36 AM

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User is offline   Trooper Dan 

  • Duke Plus Developer

#15

Looking good! The locations seem better suited for an RPG quest than for the action we are accustomed to.
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User is offline   E.C.S 

#16

Oh god, I forgot completely I was doing a map... silly me, damn free time I need a Notebook...
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User is online   Mike Norvak 

  • Music Producer

#17

Hey DT I have a question : What's the correct shade scale to work with in mapster? for what I map and what is seen in-game look the same.

http://img703.imageshack.us/img703/7354/wgshot.jpg
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User is offline   Stabs 

#18

View PostNorvak, on 03 May 2011 - 05:17 PM, said:

Hey DT I have a question : What's the correct shade scale to work with in mapster? for what I map and what is seen in-game look the same.

http://img703.imageshack.us/img703/7354/wgshot.jpg


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

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User is offline   Trooper Dan 

  • Duke Plus Developer

#19

The shadescale used is in game is 1.10
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User is online   Mike Norvak 

  • Music Producer

#20

Okay thanks!!

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) :/
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User is offline   Trooper Dan 

  • Duke Plus Developer

#21

View PostNorvak, on 04 May 2011 - 07:48 AM, said:

Okay thanks!!

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?
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User is online   TerminX 

  • el fundador

  #22

He's probably worried about some kind of lack of interest suddenly happening after DNF is released. Personally, I predict that with no mod tools available everyone will be back very shortly afterward. "Duke Nukem" has been more or less synonymous with modding for a long time due to actual production quality utilities being present right there on the disc. Duke Nukem Forever was always supposed to be the same way and Gearbox is potentially making a mistake by omitting them.

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.
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User is offline   Trooper Dan 

  • Duke Plus Developer

#23

View PostTX, on 04 May 2011 - 09:00 PM, said:

He's probably worried about some kind of lack of interest suddenly happening after DNF is released. Personally, I predict that with no mod tools available everyone will be back very shortly afterward. "Duke Nukem" has been more or less synonymous with modding for a long time due to actual production quality utilities being present right there on the disc. Duke Nukem Forever was always supposed to be the same way and Gearbox is potentially making a mistake by omitting them.

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.
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User is online   TerminX 

  • el fundador

  #24

I agree that one or two people can make certain types of mods for modern games, but these certain types of mods are almost nothing in contrast to the comprehensive replacement of nearly every asset in a game as you'd see with a mod for something older.

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."
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User is online   Mike Norvak 

  • Music Producer

#25

View PostDeeperThought, on 04 May 2011 - 07:31 PM, said:

What's wrong with finishing it after DNF?


View PostTX, on 04 May 2011 - 09:00 PM, said:

He's probably worried about some kind of lack of interest suddenly happening after DNF is released.


Basically that's the reason

View PostDeeperThought, on 04 May 2011 - 09:12 PM, said:

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.


View PostTX, on 04 May 2011 - 09:23 PM, said:

I agree that one or two people can make certain types of mods for modern games, but these certain types of mods are almost nothing in contrast to the comprehensive replacement of nearly every asset in a game as you'd see with a mod for something older.


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

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User is offline   Micky C 

  • Honored Donor

#26

Heh, I don't think DNF modding is going to have any impact at all on eduke32, even if the map editor and other tools were released.

Norvak, are you still working on your episode?
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User is online   Mark 

  • Honored Donor

#27

The map I am working on is heavily corrupted according to the version of Mapster32 that is included with WGR2.( I don't think I updated it, but I'm not 100 percent sure ) It loads and runs fine in Mapster and Eduke and this is the first time I have ever seen this message. Is the program being overly "picky" about something or is this a legitimate message that I should worry about? The map in question has been running for more than a year in all versions of Eduke with no crashes.

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

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User is offline   Micky C 

  • Honored Donor

#28

Is there bright pink text in the top corner of the mapster screen mentioning corruptions? If so, type the following into the console: corruptcheck tryfix
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User is online   Mark 

  • Honored Donor

#29

Yes, the message is there. Something like errors are >=64 level 4 corruption

It sounds pretty bad. :)

I'll try your suggestion on a spare copy of the map. Thanks.
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User is online   Mark 

  • Honored Donor

#30

No difference I can see after running the fix. I wish there was an easy way to locate the walls or sectors that are listed as corrupt. Moving the cursor over 1000's of walls and hoping to find the problem ones is mind numbing :)
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