
[RELEASE] Retaliation
#1 Posted 08 December 2011 - 05:34 PM
http://msdn.duke4.ne...retaliation.php
http://www.scent-88....etaliation.html
HRP is completely untested. 8-bit runs best and it is what I built it in however TROR looks like garbage when viewed at certain angles so if you're annoyed by this run it in Polymer but expect poor performance if so.
This post has been edited by Loke: 22 January 2012 - 09:15 AM
#2 Posted 08 December 2011 - 05:58 PM
#3 Posted 09 December 2011 - 06:19 AM
It would be nice if the player could access some of the buildings on the street.
#4 Posted 11 December 2011 - 09:37 PM
zykov eddy, on 09 December 2011 - 06:19 AM, said:
It would be nice if the player could access some of the buildings on the street.
All that plus it was way too short! More please.......
#5 Posted 31 December 2011 - 02:57 PM
#6 Posted 05 January 2012 - 12:18 PM

If you do make another map with TROR, making the sections a bit wider would help since it did feel a bit cramped (although I had no real problems moving around)
#7 Posted 15 January 2012 - 03:13 PM
There's a TROR issue fixable in the editor: here's an album and a link to an older post for why (well, it follows from the explanation, too lazy now to go into details).
I really hope this map gets proper hosting, since that link crashes my Firefox and it's not gonna stay there forever.
#8 Posted 15 January 2012 - 03:15 PM
Helixhorned, on 15 January 2012 - 03:13 PM, said:
There already is a link for that: http://msdn.duke4.ne...taliation.shtml
#9 Posted 22 January 2012 - 07:41 AM

I'll test the map soon.
Need some inspirations, hehe.
#11 Posted 22 January 2012 - 09:12 AM
#12 Posted 14 February 2012 - 10:54 PM
#13 Posted 15 February 2012 - 02:53 PM
#14 Posted 15 February 2012 - 03:01 PM
Helixhorned, on 15 February 2012 - 02:53 PM, said:
I don't know about other examples, but I can confirm that it was the cause in this case. I tested several times, and you cannot activate the nuke button facing it straight on. But after I deleted that nearby music sprite, it worked fine.
#15 Posted 15 February 2012 - 03:08 PM
#16 Posted 15 February 2012 - 03:28 PM
The only thing that annoyed me a bit, is that you made some of the areas too small to fit this game. Duke runs very fast, so it feels like the areas should have been bigger, even though they shouldn't. But that was mostly in the rooms without monsters, so great too

I also had the problem with the nuke button. I've had it a few times before, but never really thought about it. It's good to know what to look out for now

#17 Posted 15 February 2012 - 04:13 PM
#18 Posted 15 February 2012 - 05:08 PM
#19 Posted 15 February 2012 - 08:45 PM
Gambini, on 15 February 2012 - 05:08 PM, said:
You might be tempted to use that, but it really is a bug and should be fixed.
#20 Posted 20 February 2012 - 12:31 PM
svn commit 2373 said:
Internally, the last argument to neartag is now a pointer to a function
int32_t (*blacklist_sprite_func)(int32_t i),
which is supposed to return 1 if sprite[i] should NOT be considered for hitting.
This is now used in the hard-coded neartag() calls in sector.c, but not in any
way in CON (there's neither a C blacklist function provided, nor is there a
possibility to define one in CON). There, all sprites with picnums >=1 and <=10
(i.e. the effectors) will be blacklisted. This remedies problems where such
sprites would get in the way of switches.
Note that a whitelist approach (only consider a predefined set, namely those
picnums which will be checked afterwards) has back-compatibility implications
since people may have used e.g. lotagged window sprites to cover a switch.
Also, the >=1 to <=10 range is [sic] (the static, not dynamic values are used),
since anyone redefining effector picnums is clearly out of their mind.
Explanatory map attached.
Attached File(s)
-
neartagtest.zip (703bytes)
Number of downloads: 264
#22 Posted 20 February 2012 - 02:26 PM
#23 Posted 20 February 2012 - 03:17 PM
edit: there's also no externally visible change introduced, i.e. CON neartag stays the same.
#24 Posted 20 February 2012 - 04:33 PM
In other words, I think it is too late to fix some stuff in Duke, people learned to live with these peculiarities and designers did their work in consequence. If it would be possible to start adding a new tag value like xvel yvel etc. So, new mappers/modders can acquit themselves well without the need of dealing with these ancient bugs. But fixing things right away, and for everybody, will only break other things.
This post has been edited by Gambini: 20 February 2012 - 04:34 PM
#25 Posted 20 February 2012 - 04:47 PM
Gambini, on 20 February 2012 - 04:33 PM, said:
I don't follow your reasoning. Helixhorned's fix will make some switches easier to use which were difficult to operate before. It's not going to break any switches that were previously working. The only potential downside I see is the opposite problem. It may be that some switches were placed such that you had to be in a certain location to use them, and now they will work from all directions. I would like to actually verify that there is a map like that, though, before deciding that the fix is problematic.
#26 Posted 20 February 2012 - 05:26 PM
There are lots of "bugs" like this one:
respawn sprites not pasting their palette value in the respawned monsters.
Blockable sprites that make the player float even if they´re behind a blockable wall.
Sectoreffectors going outside their sector, damaging floors hurting the player even if he doesn´t stand on them.
Underwater sprites that make the player feel he´s outside of water.
Ceiling doors that if activated a lot of times will not update their respective SE8 sprites and a huge, massive etc.
But these are very old bugs people have learned to live with, and therefore they took advantages too. There are at least 20 top quality maps that make the player start with no weapons because mappers discovered that if they put a hurting floor under a blockable sprite and the playerstart above them he will lose all weapons. Fixing that will break those maps (and what will it improve?).
There was a case when sprites outside the valid area would be deleted, and because of that, one of the best maps of all time (a map by roch) would have a glitchy carrousel because its mapper realized that it was possible to put a SE outside a sector, back then.
There are also quite a lot of maps (tens? hundreds?) that use that blockable sprite glitch to create ladders, if you fix that glitch, those ladders won´t work anymore.
Lezing once realized that if you stretch a wall long enough the floor of the sector this wall belongs will have an unusual texture scale, he takes advantage of that.
The list is countless. What is worse is that there are things like those of which most of us are unaware but still make one or other map unique. Fixing this dark stuff is bound to break some other old stuff. It does. Maybe you don´t care enough about regular usermaps being broken. But there are people that does, me included. And it is terribly disturbing to see such radical changes being performed without the enough care and backtracking investigation. No mapper worth their salt will leave a switch unoperable.
Helixhorned does great stuff but sometimes he requires advice and opinions. We, he ones left, base all these changes in our criteria, which isn´t perfect but it gets closer to be, when we look at the past and see the hows and whys.
This post has been edited by Gambini: 20 February 2012 - 05:29 PM
#28 Posted 20 February 2012 - 07:19 PM
And as for "no mapper worth his salt would have inoperable switches", that's simply not true, I have actually encountered very difficult to operate nuke buttons in several otherwise good maps. For example, the nuke button in OGGB. Sometimes a bug is just a bug.
So let's keep the discussion about the specific issue at hand.
#29 Posted 20 February 2012 - 07:34 PM
This post has been edited by Gambini: 20 February 2012 - 07:35 PM