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Duke Nukem 3D Steam Community Workshop  "Usersmaps playable on the steam version of Duke3D"

User is offline   Micky C 

  • Honored Donor

#91

The map format supported is exactly the same as what the original Duke 3D has, plus the expanded limits of JFDuke3D and eduke32.

So it does NOT have:
  • Coloured fog
  • Obviously TROR and polymer lights
  • The sprite noshade and invisible features (as well as the new obscure 'flat floor aligned blocking sprites no longer negate the water effect when underwater')
  • Pal 4 unbreakable mirrors

Hopefully some of the above might change in the future, you never know. I imagine one or two of those points would be pretty easy to implement.

According to the workshop publishing guide, it also supports custom .voc and art tiles. So I guess if you replace some sounds and use those in the map it should work, and the custom art tiles would work as usual.
Not sure about music though. Probably ogg and midi would work but someone else would have to verify that.
1

User is online   ck3D 

#92

thank you !
0

User is online   Lunick 

#93

If it supports JFDuke then it should support Megaton. I'm not sure if any other restrictions or non-restrictions were added to the port.

Edit: Damn it, I didn't see the new page aha

Double edit: In response to Micky, custom sounds and art and music are not currently supported at the moment. You are allowed to add them in though with the download which I am guessing means it will me supported in the future.

This post has been edited by Lunick: 23 December 2013 - 05:34 AM

1

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#94

How do you not have a Steam account... Even my old man has one and he's coming up 50...
0

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#95

View PostThe Commander, on 23 December 2013 - 05:35 AM, said:

How do you not have a Steam account... Even my old man has one and he's coming up 50...


One could be obsessively anti-DRM?
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User is offline   Micky C 

  • Honored Donor

#96

Don't forget ck3D to ask Termit for a free Megaton steam code to upload your maps so that you don't have to buy another copy of the game you'll never play just to upload to the workshop.
1

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#97

View PostComrade Major, on 23 December 2013 - 05:37 AM, said:

One could be obsessively anti-DRM?

Even more than Kathy? :wub:
0

User is offline   Jblade 

#98

He literally said in that post that he's not a gamer, Duke3D being the exception.
0

User is offline   MetHy 

#99

Is Termit going to offer Megaton editions to every mapper? :wub: the game costs 3,39€ at the moment, I say it's very much worth it considering HUNDREDS of people are going to play the maps (especially considering the ammount of maps MRCK has made). I mean, Sin Center has been downloaded almost 900 times now (!) on Megaton alone

So MRCK, basically, as long as it works in Jonof, it will work, so maps with extended limits will work. However, it uses that old version of Jonof 32-bit in which shading is fucked up, so some of your 'dark' maps might need darker shading to be better for Megaton. I hope they fix this in the future. Also, no music support so far, and I'm actually not sure about use custom con files (I know some of your maps, especially those with bosses, need that)

EDIT : I have a question, I see it's possible to create "groups" of maps? Are those groups solely for each person's own purpose, or, as an uploader, can I make several groups? Like, "groups of map created by me", "groups of map created my pet hamster", etc, that everybody browsing the workshop (or the maps' individual pages) could see ?

This post has been edited by MetHy: 23 December 2013 - 12:29 PM

1

User is online   Lunick 

#100

Collections can be made by anyone. You could make a collection of all your maps, a selection of your maps or you could even make a collection of your favourite maps on the workshop. You can from there offer the option of subscribing/downloading to all the maps in that collection via one button.
0

User is offline   Gambini 

#101

So just played It Lives using Megaton. The map works fine, it´s fully playable but it´s visually disturbing. There are several differences in the way it looks, all them making it look worse, in many ways. The way I see it is that I don´t want this map to be played with Megaton unless I first make some changes and release a special version only for Megaton. This would require to alter the shading of most of the map, and to replace some pal values which obviously dont work at all in this ten years old Polymost. The workshop thing is no doubt a great thing, but we all of a sudden want to go walk back all this long path and lose all the progress Eduke32 has been doing? I´m the first defending legacy support, but this is not. This is a half baked Polymost which can´t do many things the original game could. Also -and i have no idea if this has been mentioned elsewhere- but the mouse works horribly in this game and no setting seems to make it any good. I get or superfast mouse or super unsensitive mouse, which doesn´t even register subtle movements.

I say we all get togheter to convince what´s left of 3d Realms to include Eduke32 with Megaton, as an additional launch option to play maps and mods.
2

User is offline   Hendricks266 

  • Weaponized Autism

  #102

Try selecting the public beta. I ported EDuke32's improved shading code to Megaton/Redux and recently fixed the bug that was holding it from going into mainline.
1

User is offline   Micky C 

  • Honored Donor

#103

View PostHendricks266, on 23 December 2013 - 05:16 PM, said:

Try selecting the public beta. I ported EDuke32's improved shading code to Megaton/Redux and recently fixed the bug that was holding it from going into mainline.


Since you're working on Megaton a bit, would it be possible to port over minor mapping features like coloured fog, invisible/noshade sprites and pal 4 unbreakable mirrors?
0

User is online   Lunick 

#104

I don't think the new shading code is in Megaton just yet, it will be very soon though.
0

User is offline   Gambini 

#105

View PostHendricks266, on 23 December 2013 - 05:16 PM, said:

Try selecting the public beta. I ported EDuke32's improved shading code to Megaton/Redux and recently fixed the bug that was holding it from going into mainline.


Just did a quick test. Seems like it´s using the old visibilty algorithm. Would it be possible to port Helix´s linear visibilty "r_usenewshading 2"? Or maybe it is and I´m so puzzled that i can´t tell the difference anymore :wub:

Quote

Since you're working on Megaton a bit, would it be possible to port over minor mapping features like coloured fog, invisible/noshade sprites and pal 4 unbreakable mirrors?
I second this. Although invisible sprites have always been possible. What you want is to be able to see them in mapster maybe?
0

User is offline   Micky C 

  • Honored Donor

#106

Well, as long as you can press i on them to set the invisibility bit and have those sprites be invisible in megaton (I gather at least for a period this wasn't possible in eduke32 for one reason or another).

The only other minor thing besides polymer/TROR that eduke32 maps support is that underwater floor alligned blocking sprite xvel 1 tag thing, but to my knowledge no one has used that in any map yet.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #107

View PostGambini, on 23 December 2013 - 06:50 PM, said:

Just did a quick test. Seems like it´s using the old visibilty algorithm. Would it be possible to port Helix´s linear visibilty "r_usenewshading 2"?

That's what it is. Did you select "Accurate" in the menu?
0

User is offline   Gambini 

#108

There´s no such option from what i can see. There´s texture filtering translated into "retro" or "smooth" but that´s the most similar thing.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#109

I don't see no "Accurate" either.
0

User is online   Lunick 

#110

View PostLunick, on 23 December 2013 - 06:32 PM, said:

I don't think the new shading code is in Megaton just yet, it will be very soon though.


It's not in Megaton yet, in Redux there are Accurate/Fast options though...
0

User is offline   DavoX 

  • Honored Donor

#111

Some other people are also having problems uploading maps just like me... had there been any modifications to the cmdtool program to not allow uploads until something is fixed or something? it's the only thing that comes to mind...
0

User is offline   MetHy 

#112

I think you need to re-do your json until it works. I found a website alone where you can copy paste your json and it tells you if it will work or not, the first time through I had to get rid of co-op in the json for it to work even though it SEEMED to be written just fine, but apparently even a blank space too much can fuck up a json (I don't really know). Then I added it in the update (except that, like I mentionned, there is a glitch so that if yuo don't put coop to begin with, it won't ever appear even if you put it in an update, at least it didn't for Sin Center and Galbadia)

Try to base yourself on existing working json from maps you can download; Also, don't bother with the description yet and edit it afterwards from the steam map page

I mean, with a tutorial the cmdtool+json system isn't TOO hard to figure out, but considering it's Steam which is all about convenience, I don't understand why they didn't add a more browser based userfriendly uploading system. However, like Mikko said, at least this system prevent ultra noobs from uploading TONS of shovelware maps (even though a few have been uploaded already that look like they were built in literaly 3 minutes)

I'm glad to hear the shading will be fixed. I hope music is next :wub:

Edit : so the collection system is really convenient; There is even a link at the top of each map which tells if they belong to a collection.

This post has been edited by MetHy: 24 December 2013 - 06:05 AM

0

User is offline   DavoX 

  • Honored Donor

#113

I'm gonna have to add deathmatch and coop even if my map doesn't use them... yeah it will fuck up things when searching but it's not my fault.


Tried using the same JSON from acbstudios but still doesn't work, this is hell...

This post has been edited by DavoX: 24 December 2013 - 06:38 AM

0

User is offline   MetHy 

#114

You can always try to update it once uploaded to delete coop and dm. Maybe it works even if the other way around didn't for me.
0

User is offline   DavoX 

  • Honored Donor

#115

It doesn't upload with any kind of text or syntax whatsoever. What text editor are you guys using? Termit asked me that question and maybe it's something related to that....
0

User is offline   Gambini 

#116

one thing im thinking... I remember once having problems with def files and for the hell of me not being able to tell what the fuck was the problem, until TX checked my text and noticed i was using the wrong quotes. In our spanish keyboards there´s ¨ and then there´s " which is what uses everybody. By any chance are you using the wrong quotes?

This post has been edited by Gambini: 24 December 2013 - 03:19 PM

0

User is offline   Micky C 

  • Honored Donor

#117

I used notepad. Make sure that the file you produce is davox.json and not davox.json.txt for example. Sometimes windows hides the file extensions so make sure that you can see everything.
0

User is offline   DavoX 

  • Honored Donor

#118

I'm not stupid :wub:

And I didn't write any quotes, they are taken from the workshop directly.
0

User is offline   duke64nukem 

  • Turok Nukem

#119

View PostGambini, on 23 December 2013 - 05:12 PM, said:

So just played It Lives using Megaton. The map works fine, it´s fully playable but it´s visually disturbing. There are several differences in the way it looks, all them making it look worse, in many ways. The way I see it is that I don´t want this map to be played with Megaton unless I first make some changes and release a special version only for Megaton. This would require to alter the shading of most of the map, and to replace some pal values which obviously dont work at all in this ten years old Polymost. The workshop thing is no doubt a great thing, but we all of a sudden want to go walk back all this long path and lose all the progress Eduke32 has been doing? I´m the first defending legacy support, but this is not. This is a half baked Polymost which can´t do many things the original game could. Also -and i have no idea if this has been mentioned elsewhere- but the mouse works horribly in this game and no setting seems to make it any good. I get or superfast mouse or super unsensitive mouse, which doesn´t even register subtle movements.

I say we all get togheter to convince what´s left of 3d Realms to include Eduke32 with Megaton, as an additional launch option to play maps and mods.

Really i dislike the brightness and shading difference between megaton and eduke. Eduke32 shadings and brightness is way better and more realistic. Wish it could just be the same. I hate having to make my maps look all black and cant see, just so it can look okay on megaton.
0

User is offline   duke64nukem 

  • Turok Nukem

#120

Megatons latest beta update 1.1.10 makes the shadings different and more similar to eduke . But theiris still probs with it tho not exact same as eduke yet
0

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