Those simple questions thread "Simple questions, simple answers"
#361 Posted 18 September 2017 - 10:48 AM
This post has been edited by Mark.: 18 September 2017 - 10:49 AM
#362 Posted 18 September 2017 - 11:36 AM
Mark., on 18 September 2017 - 10:48 AM, said:
Yep fixing these values makes hitting wall points easier, definitely. However, the actual problem is way too annoying. As you said, selection should only activate via shift button.
I'll just wait for new build where this feature is A ) disabled B ) possible to disable via configs.
For now, it so annoying that makes me completely stop using Mapster.
This post has been edited by pmw: 18 September 2017 - 11:37 AM
#363 Posted 18 September 2017 - 12:14 PM
>button now does something
>pmw complains
I think we have a PEBKAC.
#364 Posted 18 September 2017 - 12:59 PM
Hendricks266, on 18 September 2017 - 12:14 PM, said:
>button now does something
>pmw complains
I think we have a PEBKAC.
Button was doing something, it had purpose and it was same like since first Build.
I understand adding more buttons, if they are not already in any use. But in case like this, it's _most used_ button and changes behaviour. Maybe I'm the only one, but it really bothers me. Especially since it(using selection tool via mouse button) has no purpose really. I think it's really rare to use selection tool at all, whatever activates it. With Mapster, I don't like to select a lot of stuff and move it around the map, it doesn't go like that. That works in blender, 3dsmax, Hammer, etc. Where texturelocks and 3D really exists and works. With build? Not really...and when it activates automatically every time I click mouse button, thanks but no thanks. This is just my opinion.
I understand someone had a great idea there and maybe likes it, but changing so radically the most used button in the editor..? Well, whatever, I'll come back in next year.
This post has been edited by pmw: 18 September 2017 - 01:00 PM
#365 Posted 18 September 2017 - 01:01 PM
#366 Posted 18 September 2017 - 02:30 PM
I never noticed this before because up til now I had been working on projects with older Eduke32 and Mapster versions. Now that I'm done with those and will start using updated versions I was surprised to see this one and will have to get used to the new color scheme for lines and sprites in the 2d map. I hope there aren't any more surprises.
I don't recall if these 2 changes were discussed with mappers before or only after they were implemented. I know that eventually I will get used to the new way, just like the remapping of keys for panning textures when it happened. It was horrible at the time because of how many times I did it the old way by mistake til I got used to it.
This post has been edited by Mark.: 18 September 2017 - 02:41 PM
#367 Posted 18 September 2017 - 02:39 PM
#368 Posted 18 September 2017 - 02:45 PM
This post has been edited by Mark.: 18 September 2017 - 02:46 PM
#369 Posted 18 September 2017 - 04:54 PM
BestViking, on 18 September 2017 - 02:39 PM, said:
If you mean Quake 1 models, definitely not. Why would we go backwards? You can convert them to MD2 with this: https://www.icculus....qwalk/download/ I believe it would be a lossless conversion but I need someone to confirm this for me.
If you mean Source Engine models,
Quote
Nope.
Support for IQM is in our roadmap. I believe many of MDL's features could be converted to IQM but I would need someone more experienced to confirm this as well.
To fend off the same discussion we had last time, supporting FBX models would be as nonsensical as supporting PSD images, and I will delete any posts that try to argue for FBX in spite of this.
#370 Posted 09 January 2018 - 10:25 AM
Trooper Dan, on 10 February 2016 - 09:46 PM, said:
Find where the player actor code starts. This will be the line "actor APLAYER MAXPLAYERHEALTH PSTAND 0 0". Below that, add the following:
orvar WEAPON1_FLAGS 256 orvar WEAPON2_FLAGS 256 orvar WEAPON3_FLAGS 256 orvar WEAPON4_FLAGS 256 orvar WEAPON6_FLAGS 256 orvar WEAPON7_FLAGS 256 orvar WEAPON9_FLAGS 256 orvar WEAPON11_FLAGS 256
Note that I skipped the mighty boot, pipebomb, and laser tripbomb, since none of those flash the level anyway.
Thanks DT. Hey sprry for the late reply (2 years later) haha
I just want you to know that I did this with success.
This post has been edited by Mike Norvak: 09 January 2018 - 10:25 AM
#371 Posted 10 January 2018 - 09:43 AM
#372 Posted 10 January 2018 - 10:50 AM
#373 Posted 12 January 2018 - 06:02 PM
#374 Posted 13 January 2018 - 05:33 PM
#376 Posted 13 January 2018 - 06:39 PM
Sanek, on 13 January 2018 - 05:55 PM, said:
in vanilla on a slope?
there might be some trick or build porn, but the best I could come up with off the top of my head is to use the conveyor effect and an unremarkable texture in which you can't see the panning movement.
This post has been edited by Forge: 13 January 2018 - 06:39 PM
#377 Posted 14 January 2018 - 05:53 AM
Forge, on 13 January 2018 - 06:39 PM, said:
there might be some trick or build porn, but the best I could come up with off the top of my head is to use the conveyor effect and an unremarkable texture in which you can't see the panning movement.
No, not in vanilla of course. And what if I don't have the "unremarkable" texure?
I mean, imagine a rolling ball that will slide down on a slope, and will also slide if you go up and the decide to stop in a middle. Is that possible to do with some new code?
#378 Posted 15 January 2018 - 02:47 AM
Mark., on 10 January 2018 - 10:50 AM, said:
That's what I want >>> Draw new sprites on screen, including all functions (bobbing, reloading etc..), using my own projectiles. I suppose that drawing the weapon is the hardest part of all.
#379 Posted 08 February 2018 - 07:34 AM
For APLAYER we have "spritebridge" and "sbs" properties. The other actors don't have these.
How can I know if a actor is standing upon an "spritebridge"?
#381 Posted 13 February 2018 - 10:33 AM
getactor[myenemy].sectnum mysect getsector[mysect].floorpicnum getfloorpicnum
getfloorpicnum is the floor texture for myenemy
This post has been edited by Mere_Duke: 13 February 2018 - 10:34 AM
#382 Posted 15 February 2018 - 02:07 PM
I have the following:
C9 132,10 (channel,delay)
D 0,132 (0,channel)
T 0, 132 (0,channel)
The instructions are here:
Place as many SEENINE/OOZFILTER explosives tagged [Channel,DelayExplosion] as you want. For DelayExplosion, a value of 30 = 1 second. If you want to make the explosives intangible in the game, shrink them horizontally (x-wise) as much as possible. Raise each one to the height at which you want it to explode. Each SEENINE/OOZFILTER must have a Lo-Tag value or else it won't visibly or audibly explode (although it will still shake the screen and spawn debris). It is also recommended to assign time-delay Lo-Tag values to linked tangible explosives, because in the case of multiple tangible explosives, only the one with the largest sprite number will visibly and audibly explode. Place a D[0,Channel] in just one sector containing a SEENINE/OOZFILTER explosive (the Channel will link the rest of the explosives together). Place either a T[0,Channel] or else a Switch tagged [ActivationSound,Channel] somewhere in the map (to trigger the explosion).
#383 Posted 15 February 2018 - 03:50 PM
reference
http://wiki.eduke32....ing_C-9_Effects
Whenever I come across a snag like this, I use L-Shift to see if there is another sprite connected to the set that should not be.
#384 Posted 15 February 2018 - 04:10 PM
EDIT: I just rebuilt it a 3rd time and now it worked.
This post has been edited by Mark.: 15 February 2018 - 04:18 PM
#385 Posted 15 February 2018 - 04:52 PM
#386 Posted 25 February 2018 - 12:49 PM
Hi guys,
I´m looking for a download link of the Aliens VS Duke TC Demo (https://www.youtube....FMLrwX60&t=326s). Does anyone of you has a copy and can provide it? The download link at MSDN isn´t working unfortunately.
Big thanks in advance.
EDIT:
Found it myself: http://www.r-t-c-m.c...-addons/avd.zip
This post has been edited by blizzart: 25 February 2018 - 01:15 PM
#388 Posted 01 March 2018 - 01:49 AM
#389 Posted 01 March 2018 - 02:07 AM
#390 Posted 01 March 2018 - 04:50 AM
This post has been edited by NightFright: 01 March 2018 - 04:57 AM