What are the best TCs to get?
#31 Posted 08 May 2013 - 08:08 AM
Working on a big project like Imperium won't happen again, but Gambini is right: there's still an unfinished version of a red1 remake. It has been collecting dust for years, but I recently dusted it off and started mapping again.. Most of it was already finished, so I hope to actually finish it this spring.
sorry for the OT btw, I'll use the proper sections for more info.
#32 Posted 08 May 2013 - 08:37 AM
#33 Posted 08 May 2013 - 09:20 AM
#34 Posted 08 May 2013 - 09:46 AM
Radar, on 08 May 2013 - 09:20 AM, said:
Nah, the entire reason Red1 would be revamped is because it doesn't quite measure up to the other maps in the series.
#35 Posted 08 May 2013 - 10:20 AM
Radar, on 08 May 2013 - 09:20 AM, said:
And then Red3, Red4 and Red5 would need to be remade as well. Commence infinite cycle.
#36 Posted 08 May 2013 - 11:10 AM
Sangman, on 08 May 2013 - 10:20 AM, said:
Nah, they don't need to be remade
#37 Posted 08 May 2013 - 12:18 PM
EDIT: Mikko you might want to recheck the download links for the red maps in your website.
This post has been edited by DavoX: 08 May 2013 - 12:23 PM
#43 Posted 09 May 2013 - 05:29 AM
#44 Posted 09 May 2013 - 05:37 AM
Radar, on 09 May 2013 - 05:22 AM, said:
Nope.
To tell the truth, they are extracted from one of my old archive on my computer that contains a lot of historical maps. Originally it was used to perform the "not working" episode in Naferia reign mod. if you are interested, I can post the entire archive.
Quote
too late, I was here first!
This post has been edited by Fantinaikos: 09 May 2013 - 05:40 AM
#45 Posted 09 May 2013 - 05:51 AM
Fantinaikos, on 09 May 2013 - 05:37 AM, said:
Yeah, I saw your post. However everyone was talking as if the maps had disappeared off the face of the earth. I just thought I'd remind people that MSDN isn't the only map review and hosting sight out there. MSDN is good, but if for any reason people kind find a map there, or if they'd like to read more reviews before trying a map, CGS is a great and active site with over 500 (mostly) high quality maps.
Being relatively new, it has the advantage of hindsight, where they're only uploading the best, most famous, or otherwise historically significant maps, in addition to all the new maps that have been coming out.
For example, some of the maps might be very crap by today's standards, but they might have been revolutionary and inspirational at the time, or perhaps they were made by a veteran mapper before they became experienced and are there to satisfy people's curiosity about their development.
I just feel it tends to get left in the shadows a bit too much...although being completely independent of Duke4.net has its advantages as well.
#46 Posted 09 May 2013 - 06:06 AM
#47 Posted 09 May 2013 - 06:27 AM
http://forums.duke4....post__p__157824
But I have not seen anyone give me collaboration support in the placing / remap different. Art (except weapons, That must be vanilla) of these. I could also choose something like nuclear showdown and / or The Gate, but in this sense, it would have been a much heavier workload. maybe I could do it in an eventual second edition.
#48 Posted 16 May 2013 - 06:54 AM
#49 Posted 16 May 2013 - 07:37 AM
NightFright, on 16 May 2013 - 06:54 AM, said:
Fixing the bug isn't very difficult, but it requires either adding some code to the mods, or modifying the maps. Is your add-on pack supposed to improve mods, or just provide a convenient way for people to play them using EDuke32?
#50 Posted 16 May 2013 - 11:25 AM
Trooper Dan, on 16 May 2013 - 07:37 AM, said:
Actually both. I have already applied several changes by myself, e.g. merging "Chimera" into "Last Reaction & Water Bases", so if you want to solve it via CON coding, no problem, it has been done already, anyway. Would be great however if anyone willing to help would do their work based on my modified CON files, otherwise the whole work has to be done twice. We are talking about 35 (!) addons by now, but only very few have custom enemies, maybe about 6-7. A lot of prominent mods are supposed to be covered, I don't want to spoiler too much here. ^^
#51 Posted 16 May 2013 - 12:23 PM
eventloadactor (ACTOR) setactor[THISACTOR].xrepeat (X) setactor[THISACTOR].yrepeat (X) setactor[THISACTOR].cstat 257 /* sets the actor to blocking (256) and able to be hit by weapons (1) */ enda
#52 Posted 16 May 2013 - 12:51 PM
NightFright, on 16 May 2013 - 11:25 AM, said:
Please let me know via PM if mods I'm involved with are included so that I can make changes if needed.
#53 Posted 16 May 2013 - 01:15 PM
NightFright, on 16 May 2013 - 11:25 AM, said:
I disagree. Chimera is an unfinished mod that can't be beaten, you shouldn't embed it's incomplete code with LR&WB.
#54 Posted 16 May 2013 - 01:26 PM
As for the con changes regarding enemy sizes: I am not exactly an ace when it comes to con coding, I know how to add levels/episodes and change music, that's almost about it. xD If anyone is willing to lend me a hand, I'd gladly take it. Especially when it comes from the EDuke32 pro team. It's basically only about polishing/finding potential bugs (and maybe checking if everything works), the mods themselves are compiled already.
This post has been edited by NightFright: 16 May 2013 - 01:41 PM
#55 Posted 16 May 2013 - 01:40 PM
#56 Posted 16 May 2013 - 01:47 PM
James, on 16 May 2013 - 01:40 PM, said:
Well, maybe I can send what I have to Mikko and let him fiddle around with it - provided he is interested. If the trilogy could be brought to a satisfying end with this, it'd be great.
This post has been edited by NightFright: 16 May 2013 - 01:49 PM
#57 Posted 16 May 2013 - 01:58 PM
NightFright, on 16 May 2013 - 01:26 PM, said:
The code I've provided covers it. All you gotta do is drop 3 values in there and it's ready to go. It really doesn't get simpler.
#59 Posted 16 May 2013 - 09:54 PM
Unless someone wants to create that final map from scratch, I guess it doesn't make much sense after all.
Another approach could be to keep the episodes merged, but comment out the "Chimera" entry so the maps can only be run via the "User Maps" option. Level definitions and art would still be there, the maps would technically work, and only those who really want can launch them. Only side effect for the LRWB maps should be the changed weapons (even though this can also be changed back).
And about the con code for resizing actors:
How do I find out which is the proper scale value (for xrepeat/yrepeat)?
This post has been edited by NightFright: 17 May 2013 - 01:38 AM
#60 Posted 17 May 2013 - 03:27 AM
NightFright, on 16 May 2013 - 09:54 PM, said:
Check the actor's code for sizeat.

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