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Those simple questions thread "Simple questions, simple answers"
#391 Posted 14 March 2018 - 05:13 AM
#392 Posted 15 March 2018 - 08:12 AM
Change in APLAYER actor:
ifwasweapon SHRINKSPARK { palfrom 48 0 48 cstat 0 move PSHRINKING // Used only as a variable sound ACTOR_SHRINKING break }
To
ifwasweapon SHRINKSPARK { setactor[THISACTOR].htextra MAXPLAYERHEALTH }
If you need to differ mirror-shrinking from Newbeast-shrinking, you need to check htowner:
ifwasweapon SHRINKSPARK { getactor[THISACTOR].htowner htowner ife sprite[htowner].picnum NEWBEAST { palfrom 48 0 48 cstat 0 move PSHRINKING // Used only as a variable sound ACTOR_SHRINKING break } else setactor[THISACTOR].htextra MAXPLAYERHEALTH }
There, you will kill yourself with shrinker, but Newbeast will still be able to shrink you.
PS Don't forget there are shrinker projectile spawners. You might want to handle them as well. (In the abovementioned example, those spawners will kill you.)
This post has been edited by Mere_Duke: 15 March 2018 - 08:18 AM
#393 Posted 20 March 2018 - 12:07 PM
This post has been edited by LAW: 20 March 2018 - 12:42 PM
#395 Posted 21 March 2018 - 01:01 AM
Hendricks266, on 20 March 2018 - 12:56 PM, said:
I started with that. No matter how I name the Roch 5, no matter which episode it is in, it always warps the player to the first level of episode. Another funny thing is that inserting a Nukebutton (whatever pal) doesn't help, because Nukebuttons don't work! My conclusion is: the map was hex-edited, just as the later Roch maps.
#396 Posted 21 March 2018 - 01:38 AM
#397 Posted 21 March 2018 - 01:47 AM
include game.con // Episodes undefinevolume 0 undefinevolume 1 undefinevolume 2 undefinevolume 3 undefinevolume 4 definevolumename 5 ROCH SERIES // Levels definelevelname 5 0 roch.map 00:00 00:00 ROCH definelevelname 5 1 roch2.map 00:00 00:00 ROCH 2 definelevelname 5 2 roch3.map 00:00 00:00 ROCH 3 definelevelname 5 3 roch_sc1.map 00:00 00:00 ROCH SECRET definelevelname 5 4 roch4.map 00:00 00:00 ROCH 4 definelevelname 5 5 roch5.map 00:00 00:00 ROCH 5 definelevelname 5 6 roch6.map 00:00 00:00 ROCH 6 definelevelname 5 7 roch7.map 00:00 00:00 ROCH 7 definelevelname 5 8 roch8.map 00:00 00:00 ROCH 8
#398 Posted 21 March 2018 - 11:37 AM
So today I will try two more things:
1) use the maps with original filenames plus CON.
2) use the 5th episode instead of 2nd.
#399 Posted 25 March 2018 - 01:48 PM
![:)](https://forums.duke4.net/public/style_emoticons/default/dukecry.gif)
#400 Posted 17 May 2018 - 02:59 AM
Suppose I want explosions to go off in 1 minute, what value would it be?
This post has been edited by Mister Sinister: 17 May 2018 - 03:15 AM
#402 Posted 17 May 2018 - 09:53 AM
#403 Posted 17 May 2018 - 10:19 AM
Jblade, on 17 May 2018 - 08:26 AM, said:
Shouldn't it be 1800 = 1 minute
I know the math being taught these days is different than back in my day but...
![:(](https://forums.duke4.net/public/style_emoticons/default/wink.gif)
#405 Posted 17 May 2018 - 05:06 PM
#406 Posted 17 May 2018 - 05:53 PM
Micky C, on 17 May 2018 - 05:06 PM, said:
26 was long believed to be the number of tics in a second, but it was later discovered that the correct number is actually 30.
#407 Posted 17 May 2018 - 08:25 PM
#408 Posted 17 May 2018 - 11:46 PM
I have another question, but I guess it's pretty obvious. Is there a way to chage texts in menu? Stuff like "Select Episode" and "Select Difficulty"? My guess is it's hardcoded into the game code.
#409 Posted 18 May 2018 - 03:55 AM
Mblackwell, on 17 May 2018 - 08:25 PM, said:
It seems likely that Todd Replogle believed that there were 26 tics in a second. Either that or he had a strange fascination with that number, considering how often that count is used in GAME.CON EDIT: Also a 52 count is used to end the game when killing a boss. Why make it a multiple of 26? If you know that there are 30 tics in a second, why not just make it an even 2 seconds?
Did DOS Duke run slightly slower than EDuke? Is it possible that there really were 26 tics in a second back in '96?
This post has been edited by Trooper Dan: 18 May 2018 - 04:05 AM
#410 Posted 18 May 2018 - 05:26 AM
#411 Posted 18 May 2018 - 05:58 AM
#412 Posted 18 May 2018 - 01:30 PM
LAW, on 21 March 2018 - 01:01 AM, said:
Why and how were the Roch maps hex-edited?
#413 Posted 25 May 2018 - 02:21 AM
#414 Posted 25 May 2018 - 11:24 AM
#415 Posted 29 May 2018 - 06:29 AM
Quote
Application parameters: -name Tyrannous /m /l1 /v1 -jC:\Program Files\Duke Nukem 3D\Duke Nukem 3D\Usermaps /c2 /tx -jC:\Program Files\Duke Nukem 3D\Meltdown\Duke Nukem 3D\Mods /net /n0 x:23513 -y90
Monsters off.
Respawn on.
Network mode: master/slave
addsearchpath(): Added C:/Program Files/Duke Nukem 3D/Duke Nukem 3D/EDuke32-OldMP/
addsearchpath(): Added C:/Program Files/Duke Nukem 3D/Duke Nukem 3D/Usermaps/
addsearchpath(): Added C:/Program Files/Duke Nukem 3D/Meltdown/Duke Nukem 3D/Mods/
OS: Windows 7 (6.1.7601) Service Pack 1
Loading opengl32.dll
Loading glu32.dll
Initializing DirectDraw...
Using config file 'eduke32-oldmp.cfg'.
Scanning for GRP files...
Using group file 'DUKE3D.GRP' as main group file.
Compiling: GAME.CON (151190 bytes)
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
Resizing code buffer to 16215*4 bytes
Script compiled in 8ms
Compiled code size: 16207*4 bytes, version 1.4+
Pointer bitmap size: 2027 bytes
1917/11264 labels, 303/2048 variables
125/16384 quotes, 0 quote redefinitions
0/89 event definitions, 207 defined actors
mmulti: This machine's IP is x
mmulti: Master-slave mode
mmulti: Player 0 at x:23513
mmulti: Failed resolving -y90
Waiting for players...
This post has been edited by thisbecasper: 29 May 2018 - 06:30 AM
#416 Posted 30 May 2018 - 01:40 AM
I've deleted the SC-55 music pack and made the SC-55/UM-ONE combo my system's default MIDI device via Vista MIDI Tool, but still no dice.
#417 Posted 30 May 2018 - 01:46 AM
For Windows 8 and higher, I would recommend using the Coolsoft MIDI Mapper. If you have connected the SC-55 unit correctly via USB-to-MIDI cable with drivers installed, you should be able to select the device through the MIDI Mapper afterwards. Oh, and don't forget that the SC-55 needs to be turned on, ofc.
![:(](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
This post has been edited by NightFright: 30 May 2018 - 02:00 AM
#418 Posted 30 May 2018 - 03:32 AM
NightFright, on 30 May 2018 - 01:46 AM, said:
For Windows 8 and higher, I would recommend using the Coolsoft MIDI Mapper. If you have connected the SC-55 unit correctly via USB-to-MIDI cable with drivers installed, you should be able to select the device through the MIDI Mapper afterwards. Oh, and don't forget that the SC-55 needs to be turned on, ofc.
![:(](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
Sweet sassy molassy, it worked! Thanks!
#419 Posted 30 May 2018 - 05:33 AM
edit: I just remembered I used the crane in the same way in Dukeplus, just for show, and in game it stayed where I put it in Mapster.
This post has been edited by Mark.: 30 May 2018 - 05:44 AM
#420 Posted 30 May 2018 - 08:39 AM
moving to bug thread...
This post has been edited by Mark.: 30 May 2018 - 08:53 AM