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Those simple questions thread "Simple questions, simple answers"
#271 Posted 09 September 2016 - 05:27 PM
#272 Posted 09 September 2016 - 05:41 PM
#273 Posted 13 September 2016 - 02:15 AM
This post has been edited by RichardStorm: 13 September 2016 - 06:56 AM
#274 Posted 24 September 2016 - 06:49 PM
#275 Posted 24 September 2016 - 07:24 PM
Mark., on 24 September 2016 - 06:49 PM, said:
http://wiki.eduke32....onsole_commands
There's a cvar for r_redbluemode, but typing "r_redbluemode 1" in the console does not work, and that wiki page does say it is disabled.
#276 Posted 24 September 2016 - 07:49 PM
#277 Posted 25 September 2016 - 02:09 PM
![;)](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
Also, in all the game lists I have seen so far, quake 1,2,3 Heretic2, kingpin, unreal are not listed and must only run on the old 3D glasses system. Those were other games I used to play in 3D. That really sucks.
This post has been edited by Mark.: 25 September 2016 - 02:19 PM
#278 Posted 26 September 2016 - 12:19 AM
RichardStorm, on 13 September 2016 - 02:15 AM, said:
It controls stuff like additive rendering and such, but you need a modified palette dat for it to work. I'd recommend doing a search of the forum for posts by helixhorned about it (you can specify that in the search bar) since he wrote a brief guide on using it somewhere.
#279 Posted 27 November 2016 - 06:22 AM
#280 Posted 29 November 2016 - 05:12 PM
![:)](https://forums.duke4.net/public/style_emoticons/default/sad.gif)
I found the answer while searching for something else. Its ctrl shift KP- but its not working. I have a.m32 in the root folder. Maybe its too old of a version. I'll try to find a newer one. Its been so long since I worked with this. Is there anything I need to do to make sure a.m32 runs?
I installed a newer a.m32 because my previous one was from way back in 2012. Still no flashlight in Mapster.
![:mellow:](https://forums.duke4.net/public/style_emoticons/default/dry.gif)
This post has been edited by Mark.: 29 November 2016 - 08:18 PM
#281 Posted 07 December 2016 - 05:07 PM
#282 Posted 08 December 2016 - 12:04 AM
Mark., on 07 December 2016 - 05:07 PM, said:
Wasn´t it Darkus who did the Flashight mod?
My link
I didn´t even know that it could be used in Mapster, too.
#283 Posted 08 December 2016 - 04:55 AM
I did an extensive search of the threads and found the post concerning the Mapster flashlight that Helix installed in the a.m32 file. The keypress shown does not work. I dont remember having to do anything other than make sure the a.m32 file was present. The fact its not working means I have forgotten something simple because I'm trying to use it in my old Graveyard project where i used the Mapster flashlight all the time. Nothing has changed in the project's folder since I released the project.
This post has been edited by Mark.: 08 December 2016 - 04:58 AM
#285 Posted 08 December 2016 - 06:52 AM
Mark., on 08 December 2016 - 04:55 AM, said:
I did an extensive search of the threads and found the post concerning the Mapster flashlight that Helix installed in the a.m32 file. The keypress shown does not work. I dont remember having to do anything other than make sure the a.m32 file was present. The fact its not working means I have forgotten something simple because I'm trying to use it in my old Graveyard project where i used the Mapster flashlight all the time. Nothing has changed in the project's folder since I released the project.
I remember having problems with polymer lights in my mod (EDuke and Mapster) from one day to another, which only could get solved by deleting te flashlight code form my con file.
I don´t know if you have a graphic chip on you CPU. Once I lost all my spotlights in Mapster, because the onboard GPU was in use instead of the nVidia video card.
#286 Posted 08 December 2016 - 04:00 PM
Blizzart, all Polymer lights work fine. The flashlight is fine in Eduke. Its just not showing up in Mapster.
Thanks guys for the suggestions. Looking through a.m32 and it's help file didn't reveal anything to me. In fact I didn't even find a keypress for the flashlight in the list of all other key presses
This post has been edited by Mark.: 08 December 2016 - 04:03 PM
#287 Posted 08 December 2016 - 11:58 PM
#288 Posted 10 December 2016 - 05:57 AM
Also, I don't want to see this great Mapster add-on just disappear into the void.
This post has been edited by Mark.: 10 December 2016 - 06:00 AM
#289 Posted 10 December 2016 - 11:17 AM
#290 Posted 10 December 2016 - 12:05 PM
but 23 of them are in Heretic 2 so I'll ignore those.
What next?
This post has been edited by Mark.: 10 December 2016 - 12:11 PM
#292 Posted 10 December 2016 - 12:18 PM
Just the a.m32's??
edit: I attempted to zip them but it says I can't have identical file names. I would have to change the name slightly for all of them. I'm not that well versed in code but I did see a call for "state headlight" but didn't see the actual headlight code anywhere in a.m32 nor a keypress to activate in the a.m32 help file.
This post has been edited by Mark.: 10 December 2016 - 12:34 PM
#293 Posted 10 December 2016 - 04:28 PM
Helixhorned, on 05 April 2013 - 10:51 AM, said:
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.
I still see this code present in a.m32. If the keystroke doesn't work for you once you add an SE light to the map and `include a`, pulling down the console and entering `do set headlight_enabled 1` should.
P.S. I don't need the m32s any more, but I would have said include all the .m32s (not just a.m32). To solve the renaming problem, first select them all in Search Everything, copy, paste into a new folder, and let Windows' file renaming do the rest.
#294 Posted 10 December 2016 - 04:43 PM
#295 Posted 10 December 2016 - 04:57 PM
do set headlight_enabled 1 executed and produced no errors.
The keypress of ctrl shift KP- still did not activate the flashlight for me. I was expecting a new line or 2 in the a.m32 cfg file but nothing different than before.
I do have the proper SE 50 light with pal 10 in the map in case you were wondering.
edit: I'm also wondering why it worked a couple of years ago without having to type in the console. Did it perhaps automatically detect that SE light with pal 10 that is needed in Eduke and activate?
EDIT AGAIN: I'm curious. What is the file size of the a.m32 file you are testing with? Maybe I need to install a different version than what I have now. I tried 3 different ones with no success.
This post has been edited by Mark.: 10 December 2016 - 05:28 PM
#296 Posted 10 December 2016 - 05:59 PM
Where can I find a map with a light SE in it?
#297 Posted 10 December 2016 - 06:15 PM
EDIT: I grabbed the version from the svn and put it in 2 different project folders and ran the scripts. No Mapster headlight wtf. The most baffling part is, as I mentioned before, it used to work fine in my same unchanged Graveyard project folder.
This post has been edited by Mark.: 10 December 2016 - 06:36 PM
#298 Posted 10 December 2016 - 06:42 PM
#299 Posted 10 December 2016 - 07:04 PM
Attached File(s)
-
flashlight.zip (424bytes)
Number of downloads: 251