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What are the best TCs to get?

User is offline   Merlijn 

#31

@ Nzrage: that's true, we both have full-time jobs and the band eats up a lot of time as well (not complaining though, being in an active, well recieved band is fucking awesome), so we have a lot less spare time for DN3D. However, we still contribute from time to time so we never really left (the last CBP map has 2 Oostrum sections, and I made a map together with Sanek not too long ago).

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.
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User is offline   NNC 

#32

Yeah, I remember you posted pics of some bridges of that remake many years ago. Glad it's still not cancelled. Red2 also needs a little reworking at some parts, but it's certainly not bad in it's released form. I would love to see all of your stuff in one complete episode.
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User is offline   Radar 

  • King of SOVL

#33

Red2 is perfectly fine imo. What I'm afraid of is that this new Red 1 will overshadow the later Red maps since it will be new.
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User is offline   CruX 

#34

 Radar, on 08 May 2013 - 09:20 AM, said:

What I'm afraid of is that this new Red 1 will overshadow the later Red maps since it will be new.

Nah, the entire reason Red1 would be revamped is because it doesn't quite measure up to the other maps in the series.
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User is offline   Sangman 

#35

 Radar, on 08 May 2013 - 09:20 AM, said:

Red2 is perfectly fine imo. What I'm afraid of is that this new Red 1 will overshadow the later Red maps since it will be new.


And then Red3, Red4 and Red5 would need to be remade as well. Commence infinite cycle. ;)
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User is offline   Jblade 

#36

 Sangman, on 08 May 2013 - 10:20 AM, said:

And then Red3, Red4 and Red5 would need to be remade as well. Commence infinite cycle. ;)

Nah, they don't need to be remade :P I think Merlijn may feel the urge to add some details or tweak things in places since they were made before the sector limit increase, but of course he may be fine with them as they are (since they're good maps anyway)
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User is offline   DavoX 

  • Honored Donor

#37

All this talk about red makes me want to play it again.

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

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User is offline   Mikko 

  • Honored Donor

#38

All Fileplanet links have been gone for a while now.
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User is offline   Sangman 

#39

Some Filefront links are down as well.
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#40

Someone said "RED"?

http://www.speedysha...dRW/REDMAPS.zip
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User is offline   DavoX 

  • Honored Donor

#41

Thanks man!
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User is offline   Radar 

  • King of SOVL

#42

You could have found them petty quick on the Dukeworld backup.
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User is offline   Micky C 

  • Honored Donor

#43

Took me 10 seconds from the start of opening the page to actually finding all the Red maps over at http://www.scent-88.com/
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#44

 Radar, on 09 May 2013 - 05:22 AM, said:

You could have found them petty quick on the Dukeworld backup.


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

Took me 10 seconds from the start of opening the page to actually finding all the Red maps over at http://www.scent-88.com/


too late, I was here first! ;)

This post has been edited by Fantinaikos: 09 May 2013 - 05:40 AM

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User is offline   Micky C 

  • Honored Donor

#45

 Fantinaikos, on 09 May 2013 - 05:37 AM, said:

too late, I was here first! ;)


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.
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User is offline   Mikko 

  • Honored Donor

#46

MSDN is a part of our cultural heritage and should be protected from predatory competitors. I propose tariffs or outright embargoes on non-MSDN Duke3D map review sites.
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#47

Well, even my little project seeks to re-evaluate maps of good quality that is not very known (especially because they were part of TC's) turning them on DP / AT / NR. Giving credit on the original authors obviously.

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.
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User is offline   NightFright 

  • The Truth is in here

#48

BTW, I have noticed that some mods like "The Gate" or Duke, It's ZeroHour" which use custom enemies suffer from the famous "enemy resize bug" (see here for details). If anyone is out there who knows how to fix these problems, please PM me, I would appreciate your help for finishing my addon pack. ;)
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User is offline   Danukem 

  • Duke Plus Developer

#49

 NightFright, on 16 May 2013 - 06:54 AM, said:

BTW, I have noticed that some mods like "The Gate" or Duke, It's ZeroHour" which use custom enemies suffer from the famous "enemy resize bug" (see here for details). If anyone is out there who knows how to fix these problems, please PM me, I would appreciate your help for finishing my addon pack. ;)


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?
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User is offline   NightFright 

  • The Truth is in here

#50

 Trooper Dan, on 16 May 2013 - 07:37 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?

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. ^^
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User is offline   Jimmy 

  • Outta jail, back in rehab

#51

Here's the code you'll need to do so. It can be placed pretty much anywhere.

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

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User is offline   Danukem 

  • Duke Plus Developer

#52

 NightFright, on 16 May 2013 - 11:25 AM, said:

A lot of prominent mods are supposed to be covered, I don't want to spoiler too much here. ^^


Please let me know via PM if mods I'm involved with are included so that I can make changes if needed.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#53

 NightFright, on 16 May 2013 - 11:25 AM, said:

e.g. merging "Chimera" into "Last Reaction & Water Bases"

I disagree. Chimera is an unfinished mod that can't be beaten, you shouldn't embed it's incomplete code with LR&WB.
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User is offline   NightFright 

  • The Truth is in here

#54

I still have to check the merged "Chimera" release. In theory, it shouldn't affect the original two episodes besides having the changed weapons, but I would have to see for myself. Many praise "Chimera", but since it's unfinished, maybe it is not such a good idea to add it to the rather polished complete episodes. I still have the unmerged LR&WB version, so if it doesn't work out, I can take that one instead.

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

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User is offline   Jblade 

#55

Mikko actually released a userlevel using the unfinished finale of Chimera that he was sent, IIRC - maybe if you ask him, he would be willing to let you use it? Having it added to the end of Chimera as a final map would be pretty cool and be a nice finish to the episode.
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User is offline   NightFright 

  • The Truth is in here

#56

 James, on 16 May 2013 - 01:40 PM, said:

Mikko actually released a userlevel using the unfinished finale of Chimera that he was sent, IIRC - maybe if you ask him, he would be willing to let you use it? Having it added to the end of Chimera as a final map would be pretty cool and be a nice finish to the episode.

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

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User is offline   Jimmy 

  • Outta jail, back in rehab

#57

 NightFright, on 16 May 2013 - 01:26 PM, said:

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.

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.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#58

Chimera other levels are also incomplete.
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User is offline   NightFright 

  • The Truth is in here

#59

OK, Mikko wrote me that the level he released, "Hidden Zone", is a merger of two unreleased Chimera levels. It uses the Chimera tileset, so it should work, BUT it lacks the new types of enemies which would have to be inserted first. Additionally, it is NOT the finale map, which was apparently supposed to be a maze-like structure.

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

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User is offline   Mikko 

  • Honored Donor

#60

 NightFright, on 16 May 2013 - 09:54 PM, said:

How do I find out which is the proper scale value (for xrepeat/yrepeat)?


Check the actor's code for sizeat.
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