Those simple questions thread "Simple questions, simple answers"
#301 Posted 10 December 2016 - 08:31 PM
#303 Posted 11 December 2016 - 04:25 AM
Attached File(s)
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flashlight2.zip (427bytes)
Number of downloads: 331
This post has been edited by Mark.: 11 December 2016 - 04:26 AM
#304 Posted 11 December 2016 - 12:42 PM
#305 Posted 11 December 2016 - 03:05 PM
EDIT: It works after 'include a' in a close to newest version. Just for my own info I might bisect it to figure out when it stopped working. Thanks.
This post has been edited by Mark.: 11 December 2016 - 03:18 PM
#306 Posted 11 December 2016 - 03:53 PM
So something in my Graveyard folder is stopping the flashlight from working. But for the life of me I can't understand why. I'm using the same Graveyard svn working copy on my drive that used the flashlight during map creation. BTW, when I run 'include a' in Graveyard, instead of the "4 error" message I get a "1 error" message. So now starts the hunt for what is keeping a.m32 from executing properly. I don't know where exactly to start looking.
#307 Posted 11 December 2016 - 04:25 PM
#308 Posted 11 December 2016 - 04:44 PM
#309 Posted 18 December 2016 - 08:41 AM
If not, are there any switches now that do not use the lights?
edit: I found a thread from back in 2010 which gives a con fix for disabling lights but my current project is staying away from extra cons. I was hoping that the option has been added to the game since then.
This post has been edited by Mark.: 18 December 2016 - 09:43 AM
#310 Posted 18 December 2016 - 10:31 AM
Mark., on 18 December 2016 - 08:41 AM, said:
If not, are there any switches now that do not use the lights?
edit: I found a thread from back in 2010 which gives a con fix for disabling lights but my current project is staying away from extra cons. I was hoping that the option has been added to the game since then.
I use the menu, Options > Display Setup > Polymer Setup > Dynamic Lights = Map Only. On my map, only the SE lights work, anything else does not.
#311 Posted 18 December 2016 - 10:52 AM
#312 Posted 10 January 2017 - 04:12 AM
edit: someone on another site saw this question and gave me a link to the eduke32 wiki thread about the xpanning feature.
This post has been edited by Mark.: 10 January 2017 - 04:26 AM
#313 Posted 16 February 2017 - 09:16 AM
#314 Posted 17 February 2017 - 07:36 PM
This post has been edited by Mark.: 17 February 2017 - 07:37 PM
#315 Posted 03 April 2017 - 05:11 AM
This post has been edited by RichardStorm: 03 April 2017 - 05:12 AM
#316 Posted 03 April 2017 - 11:48 PM
RichardStorm, on 03 April 2017 - 05:11 AM, said:
I do it in my projects, but that doesn't necessarily mean it's right. The fact is that for this type of mod, it is crippling to not be able to include user maps, and sometimes they need small modifications (typically the insertion of effects sprites) in order to highlight the features of our mod. I advise giving prominent credit to the map authors wherever you give credits in your mod. If the map author can be contacted, and especially if they are still active in the community, let them know what you are up to. It's very disappointing when someone objects, but sometimes they do, and in those cases we should not include their maps (I have not always been on the right side on that point).
#317 Posted 04 April 2017 - 12:33 AM
#318 Posted 05 April 2017 - 02:38 AM
Is there a way to set the hitags/lotags of a whole group of selected sprites?
#319 Posted 05 April 2017 - 02:51 AM
This post has been edited by Daedolon: 05 April 2017 - 02:53 AM
#320 Posted 05 April 2017 - 03:05 AM
Daedolon, on 05 April 2017 - 02:51 AM, said:
Tags seem to be inaccessible from the F8 menu, but Alt+H/T did what I was looking for, thanks. No way to do several selected sprites at once, though?
#321 Posted 21 June 2017 - 04:54 AM
#322 Posted 22 June 2017 - 09:54 AM
Mark., on 21 June 2017 - 04:54 AM, said:
I don't know if that's possible in vanilla, but if this is one of your mods then you can put an extra tag on the respawn for difficulty and make it delete if the difficulty is lower than the tag.
#323 Posted 22 June 2017 - 10:17 AM
Mark., on 21 June 2017 - 04:54 AM, said:
Man, such things should be in eduke32 by default.
#324 Posted 22 June 2017 - 10:34 AM
Sanek, on 22 June 2017 - 10:17 AM, said:
Let's think about it. Anyone who wants the feature can add it with a few lines of code for their project. But if the feature is part of EDuke32 by default then:
-maps with the feature will not work properly with older versions of EDuke32, or any other version of Duke 3D, even if they are within the original sprite/wall limits etc
-if the feature re-purposes an existing "unused" tag, then it might break some existing mods for EDuke32
-if the feature adds an entirely new tag, then it breaks the map format
-it adds a little more overhead to an already difficult to manage codebase (these things add up)
-hardly anyone will know about the feature or use it, then it will be largely forgotten about until years later it breaks something or someone discovers it has been broken by an update
#325 Posted 22 June 2017 - 10:46 AM
My first thought was to set the extra of the respawn sprite to 3 which matches the skill level I want it to appear in. Then figure how to detect the extra setting of that type of sprite ( or is it an actor? ) at load time and either load it or don't depending on the detected skill level the player chose. So as you can see, sometimes it harder for me to choose the logic of an effect than it is to code once you figured out the logic.
Also, I was hoping it was an easy mapping solution because its only going to be used for maybe 3 or 4 spawns in skill level 3. But if the code is simple I'll go with it and also add it to my folder of little con snippets I have been gathering over the years for future use.
This post has been edited by Mark.: 22 June 2017 - 11:00 AM