Those simple questions thread "Simple questions, simple answers"
#331 Posted 02 August 2017 - 07:07 AM
This post has been edited by Mark.: 02 August 2017 - 07:14 AM
#332 Posted 02 August 2017 - 07:34 AM
Hank wrote:
In the menu, Options > Display Setup > Polymer Setup > Dynamic Lights = Map Only. On my map, only the SE lights work, anything else does not.
This post has been edited by Mark.: 02 August 2017 - 07:35 AM
#333 Posted 07 August 2017 - 11:37 PM
is there a way to prioritize the z-layer (?) of stacked sprites in 8bit render mode? for example, blood pools [not] rendering over sprites/voxels when looked at from certain angles. cstat 1024 doesn't seem to do anything. then again, i'm not exactly sure what 1024 does.
This post has been edited by spacekebab: 07 August 2017 - 11:39 PM
#334 Posted 11 August 2017 - 03:23 AM
#335 Posted 14 August 2017 - 09:43 AM
After this new feature, I can't click wall points so easily, makes mapping pretty much impossible now.
#336 Posted 14 August 2017 - 10:57 AM
#337 Posted 15 August 2017 - 06:24 AM
#338 Posted 16 August 2017 - 09:03 AM
EDIT: Im entirely sure that this is the wrong place to ask this question,
This post has been edited by thisbecasper: 16 August 2017 - 09:04 AM
#339 Posted 16 August 2017 - 09:18 AM
#340 Posted 16 August 2017 - 09:39 AM
This post has been edited by Striker: 16 August 2017 - 09:46 AM
#341 Posted 20 August 2017 - 09:42 AM
- Side question: If it is just a simple change in the con files, would it mean that ill get an error when playing multiplayer - if im not making a seperate folder? Hope you guys understand my question
#342 Posted 20 August 2017 - 11:00 AM
thisbecasper, on 20 August 2017 - 09:42 AM, said:
- Side question: If it is just a simple change in the con files, would it mean that ill get an error when playing multiplayer - if im not making a seperate folder? Hope you guys understand my question
In user.con you can change the music file for each level, including e1l8 which is the user map slot. But you do know about changing music with F5/Shift+F5, right?
As for the side question, I'm not sure - I've never tried to do that. I don't know if the game even lets you start the match with different .con files. But someone should know. I can't see how the different music files played would in itself cause the game to go out of sync, that shouldn't be related to the multiplayer code at all.
#343 Posted 21 August 2017 - 01:27 AM
necroslut, on 20 August 2017 - 11:00 AM, said:
As for the side question, I'm not sure - I've never tried to do that. I don't know if the game even lets you start the match with different .con files. But someone should know. I can't see how the different music files played would in itself cause the game to go out of sync, that shouldn't be related to the multiplayer code at all.
Yeah, I am aware I can shift music manually, but that is starting to actually be a pain in the ass - also when I load a saved game on a usermap it loads with the E1M2's music regardless of the music that was played when I saved the game. Thank you for your help!
#344 Posted 24 August 2017 - 11:41 AM
#346 Posted 26 August 2017 - 04:26 AM
#348 Posted 26 August 2017 - 01:32 PM
Textures are in a subfolder named "textures" and this is what my def looks like:
texture 5122 {
pal 0 { file "textures/128_128rust.jpg" } }
Is it possible to see from that information what might be causing the problem?
#349 Posted 26 August 2017 - 03:43 PM
Please post a mapster32.log from a run of the editor where you expect to see your tile work but it does not.
#350 Posted 26 August 2017 - 04:00 PM
Compiled Apr 23 2017 22:19:20
Running on Windows 10 (build 10.0.14393)
Initializing SDL 2.0.5
Using C:/GOG Games/Duke Nukem 3D/ for game data
Using C:/GOG Games/Duke Nukem 3D/ for game data
Executing "m32_settings.cfg"
Searching for game data...
Found no recognized game data!
Using "DUKE3D.GRP" as main game data file.
Loading "m32help.hlp"
Loading names file: NAMES.H
Loaded 740 names.
Switching keyboard layout from 00000414 to 00000409
1 joystick(s) found
1. XInput Controller #1
Joystick 1 has 6 axes, 11 buttons, and 1 hat(s).
Initialized 24.0M cache
Loading "duke3d.def"
Warning: defined hightile replacement for empty tile 5122. Maybe some tilesXXX.art are not loaded?
Definitions file "duke3d.def" loaded.
Setting video mode 1680x1050 (8-bpp fullscreen)
Refresh rate: 59Hz
Trying SDL_Renderer "direct3d"
Loading sounds from "GAME.CON"
warning: duplicate sound #261, overwriting
warning: duplicate sound #323, overwriting
Loaded 374 sound definitions.
Setting video mode 1680x1050 (32-bpp fullscreen)
Switching keyboard layout from 00000409 to 00000414
Refresh rate: 59Hz
OpenGL information
NVIDIA Corporation GeForce GTX 1080/PCIe/SSE2 4.5.0 NVIDIA 376.53
Unable to open cache file "textures" or "textures.cache": Permission denied
Wrote m32_settings.cfg
Switching keyboard layout from 00000409 to 00000414
#352 Posted 27 August 2017 - 03:11 AM
From years ago when I was experimenting with this, you'd just have to define a tile in the DEF file, and it would appear. If a tile slot is what you mean, my tile was defined as tile number 5122, beginning just after the last of the original duke tiles.
#353 Posted 27 August 2017 - 08:21 AM
Consider saving your images as PNG, not JPEG. However, never convert a JPEG to a PNG.
#354 Posted 27 August 2017 - 09:57 AM
The source of the tiles are all jpg, so I guess I'm screwed if that format would lead to problems(?). It displays properly in mapster now though. I'm going to try and see if the maskwall glitch is resolved now with these highres tiles. My problem was with duke palette tiles, although the renderer was polymost, so I guess that is where those problems might be coming from.
I'll consider building around polymer if that one doesn't have those maskwall glitches, but that would require more processing power than what I realistically need to realize my concept.
#356 Posted 18 September 2017 - 08:51 AM
Example video:
When I click MOUSE1 button, new Mapster automatically starts selecting stuff. How to disable this? I've stopped making my new episode after this update, makes Mapster unusable IMHO.
#357 Posted 18 September 2017 - 09:10 AM
#358 Posted 18 September 2017 - 09:18 AM
This post has been edited by Hendricks266: 18 September 2017 - 11:21 AM
Reason for edit: Spoilered.
#359 Posted 18 September 2017 - 09:34 AM
; Point and line highlight/selection distances pointhighlightdist = 128 linehighlightdist = 1024
#360 Posted 18 September 2017 - 10:06 AM
I guess those values are changing how *far* my click chooses "wall point"?
It's kinda related to this. But changing those values doesn't disable this automatic selection tool.