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

User is offline   Lunick 

#211

View PostNukemRoses, on 15 January 2014 - 09:06 PM, said:

when it comes to workshop. i do wish that there was an easier way to upload maps. instead of this whole cmd thing


The CMD thing isn't that hard though...

Step 1. Put the required files (Map, Json, PNG) in a folder within the CMD folder.
Optionally put Txt, Voc, Ogg whatever files in too
Step 2. Type cmd in the address box
Step 3. Type cmdtool publish name
Step 4. Profit
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#212

View PostPlain Simple Garek, on 15 January 2014 - 09:26 PM, said:

And the funny thing is he actually knows how to use the edit button.



see. this is why i don't come here as much let alone post anything. as i told Commander. if there was a delete button. i would of deleted some of the stuff i "double or triple posted" but since there isn't. i couldn't do much about it. i'm kinda like a new guy here. who doesn't really come on as much
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#213

View PostLunick, on 15 January 2014 - 09:30 PM, said:

The CMD thing isn't that hard though...

Step 1. Put the required files (Map, Json, PNG) in a folder within the CMD folder.
Optionally put Txt, Voc, Ogg whatever files in too
Step 2. Type cmd in the address box
Step 3. Type cmdtool publish name
Step 4. Profit


i did all that. and to no avail. when i got to step 4. thing said it wasn't a valid command. or something
-1

#214

View PostThe Commander, on 15 January 2014 - 09:28 PM, said:

<--- Posted Image


lol
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User is offline   Micky C 

  • Honored Donor

#215

View PostNukemRoses, on 15 January 2014 - 09:33 PM, said:

see. this is why i don't come here as much let alone post anything. as i told Commander. if there was a delete button. i would of deleted some of the stuff i "double or triple posted" but since there isn't. i couldn't do much about it. i'm kinda like a new guy here. who doesn't really come on as much


Don't you see? The reason why he's getting annoyed is not because you can't delete your multiple posts in a row, it's because you're making multiple posts in a row in the first place, and continue to do so. Multiple posts like that are bad because they take up unnecessary space and clog up threads.

What stopped you from making one post containing all the information from the two three posts above?

This post has been edited by Plain Simple Garek: 15 January 2014 - 09:38 PM

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User is offline   The Commander 

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

#216

Posted Image
-1

#217

View PostPlain Simple Garek, on 15 January 2014 - 09:38 PM, said:

Don't you see? The reason why he's getting annoyed is not because you can't delete your multiple posts in a row, it's because you're making multiple posts in a row in the first place, and continue to do so. Multiple posts like that are bad because they take up unnecessary space and clog up threads.

What stopped you from making one post containing all the information from the two three posts above?


ok. i'll make this my final post of this thread cause this whole thing is getting nuts. i DIDN'T know about how do to that. i was just trying to post 1 pic to Davo's comment about his map not working on Megaton. i didn't know how most people posted pics cause there usually so huge. then to my attention. i found the attachment thing. problem was it wouldn't attach. till i finally got it to work. i get posting so much takes up space. and i apologize for all that, really i do. i didn't mean to take up so much space. anyway. the pic is finally up. so i'm just gonna leave it at that
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User is offline   MetHy 

#218

Now I'm glad the workshop uses cmd. At least it prevents some noobs from uploading crap and putting quality maps too quickly on the 2nd page (there is already enough crap on megaton as we speak, we should counterattack with uploading quality maps).

Because yes, call it prejudices but, I don't believe someone who can't even find the "edit" button on a forum can make a good map.

Edit : Is anyone still in contact with Alejandro? We could do with his maps on the workshop.
also who do you think should upload the CBPs? imo CBP1 should be out of the way btw

Final edit : what program do you guys use to convert mid to ogg? i just tried downloading one but my antivirus program removed it telling me it was a virus :D

also i'd still like to know what termit was talking of

View Posttermit, on 30 December 2013 - 09:33 PM, said:

Guys, after uploading your map I recommend you to make a post about it in Megaton community to introduce the map and increase a number of subscribers.


This post has been edited by MetHy: 16 January 2014 - 02:20 AM

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User is offline   DavoX 

  • Honored Donor

#219

Come on guys don't be like that to NukemRoses he's a cool guy. We're trying to get my map working on workshop with Coop and if it works in Eduke32 but not megaton then it's a pretty big bug. I'll wait for termit to answer here.
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User is offline   The Commander 

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

#220

View PostMetHy, on 16 January 2014 - 01:54 AM, said:

Final edit : what program do you guys use to convert mid to ogg? i just tried downloading one but my antivirus program removed it telling me it was a virus :D

You could try this online converter, I gave it a test with a couple of midi files. Some came out fine but some others came out a little wacky.
So take your pick.

http://audio.online-.../convert-to-ogg (No viruses ;))

This post has been edited by The Commander: 16 January 2014 - 05:25 AM

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User is offline   Forge 

  • Speaker of the Outhouse

#221

View PostMetHy, on 16 January 2014 - 01:54 AM, said:

Edit : Is anyone still in contact with Alejandro? We could do with his maps on the workshop.
also who do you think should upload the CBPs? imo CBP1 should be out of the way btw

Try James. If not, Puritan has had contact with Ale a couple times.

Community maps should be free game since they don't "belong" to one person
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User is offline   MetHy 

#222

That's weird, I uploaded FBSP001, 2 and 3 15mins ago, everything went well during the cmdtool process, and they still don't show up...
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#223

Hey DavoX I really enjoy that map of yours it was really fun, Hope you be able to find the problem, so me and rose can do a coop Playthough.
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User is offline   Mike Norvak 

  • Music Producer

#224

View PostMetHy, on 16 January 2014 - 01:54 AM, said:

Edit : Is anyone still in contact with Alejandro? We could do with his maps on the workshop.


He's active on facebook.

BTW somebody could point me to a tutorial on how to implement coop/deathmatch. I can't find anything in the informational suite.
Nevermind, I just found it.

Davox: Is only a bug on your map? or all the usermaps? Dukenukem64 and I tried to play some Eddy's maps and it didn't work either as well as your map. On the original levels there isn't any problem at all.

This post has been edited by Norvak: 16 January 2014 - 09:10 AM

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User is offline   MetHy 

#225

So I have just uploaded 6 maps, 3 by Fakir, 3 by Steambull. I asked Steambull for his maps and earlier ITT we learnt that Fakir was okay with it.

Fakir's maps collection page:
http://steamcommunit...s/?id=217194831

FBSP001 by Fakir:
http://steamcommunit...s/?id=217188971

FBSP002 by Fakir:
http://steamcommunit...s/?id=217189071

FBSP003 by Fakir:
http://steamcommunit...s/?id=217189136


Steambull's maps collection page:
http://steamcommunit...2&savesuccess=1

The Newbeast Research Facility by Steambull:
http://steamcommunit...s/?id=217201369

Nasty Flavour by Steambull:
http://steamcommunit...s/?id=217203559

Foul Odour by Steambull:
http://steamcommunit...s/?id=217205387

For the maps that came with mid files, I converted them into .ogg files, renamed the ogg files and uploaded them with the maps. Custom musics don't seem to be support yet however, even though I downloaded the latest public beta.

For those who have a Steam account, for a better visibility on quality content please rate the maps and collection pages! :D

This post has been edited by MetHy: 16 January 2014 - 10:04 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #226

I'll add that you may want to give my recently added startpos.m32 a try. It's in samples of the sdk package, and instructions are contained in the file.
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User is offline   Sixty Four 

  • Turok Nukem

#227

lol :D Davox i have a suggestion for you try spreading the spawn points out. I know you told me it was a bit crowded where they spawn try to to move the spawn points as far away from the walls as possible. Just maybe this could help, my friend was having this same problem actually worked in eduke and not on megaton. I can ask him tomorrow and report back but i believe he told me that he just moved the spawn points around a bit :S. You can try that i will get back to you on steam about it soon as i can. And yes invite me again to test ;)
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User is offline   MetHy 

#228

Are custom art supported? Just wondering because somebody uploaded Torment....
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User is offline   Lunick 

#229

It's supposed to but I don't think it is working properly at the moment, will have to wait to see Termit's reponse on it.
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User is offline   Sixty Four 

  • Turok Nukem

#230

View PostNorvak, on 16 January 2014 - 09:01 AM, said:

He's active on facebook.

BTW somebody could point me to a tutorial on how to implement coop/deathmatch. I can't find anything in the informational suite.
Nevermind, I just found it.

Davox: Is only a bug on your map? or all the usermaps? Dukenukem64 and I tried to play some Eddy's maps and it didn't work either as well as your map. On the original levels there isn't any problem at all.



Yeah that co op play through was fun thanks for playing with me! Anyway no its not on all the user maps i have played a few on co op and they worked great. I think it is a matter of making sure the lo tag is 1 for the co op spawn and making enough room for each player to spawn correctly. Could be wrong but i have played many of the user maps on co op without a problem. An example of this is Red Light District ....notice how in co op you both will not spawn in the elevator, one will spawn outside of it.

This post has been edited by Duke64Nukem: 17 January 2014 - 07:21 AM

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User is offline   Kyanos 

#231

Attached Image: Capture.PNG
Multiplayer is broken bad right now :D
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User is offline   Micky C 

  • Honored Donor

#232

Hopefully TX will make it his priority after the new website is up and running.
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User is offline   The Commander 

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

#233

Um what?
1

User is offline   Micky C 

  • Honored Donor

#234

You know, finally get eduke32's multiplayer code finished so we can have an ultimate network system that supports mods and in-game joining, and we won't have to worry about going out of sync.

Clearly megaton's multiplayer code won't be done for a while, and even when it's finished it would probably still be limited.
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User is offline   Radar 

  • King of SOVL

#235

I expect nothing else from EDuke32. DNF was the last time I bought into any Duke hype. As far as I'm concerned, EDuke32 will never have it until it actually has it. Everything else is just pizza and fairytales.
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User is offline   MetHy 

#236

Is Megaton ever going to support custom episodes? (Wouldn't that just mean supporting custom cons?). Dunno how would that be possible though since you launch usermaps from ingame

This post has been edited by MetHy: 19 January 2014 - 05:54 AM

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User is offline   Kyanos 

#237

I've loaded custom GRP's through the additional launch parameters menu. Pretty complicated as is it sits now (for the avg steam user). It would be interesting to see if Megaton can possibly support any ingame GRP switching, or will they create a better front end for MOD / TC loading?

On a side note, I've got a small voxel pack in a GRP loading up through Megaton, weapons and pickups. My only concern is with Megaton's voxel support not allowing scaling in def code. Every voxel needs to be perfectly equal to the sprite size.

This post has been edited by Drek: 19 January 2014 - 09:27 AM

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#238

I seen that name yesterday Drek on megaton is that the same guy? played him twice fun it was
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User is offline   MetHy 

#239

View PostDrek, on 19 January 2014 - 09:26 AM, said:

I've loaded custom GRP's through the additional launch parameters menu. Pretty complicated as is it sits now (for the avg steam user). It would be interesting to see if Megaton can possibly support any ingame GRP switching, or will they create a better front end for MOD / TC loading?


Yeah that's I meant, would be pretty cool. Then again all the most recent coolest mods (wgr2, amc tc) wouldn't be possible in any case because they all require eduke32 features megaton/jonof doesn't haven I believe.
But then again, it would still open a lot of possibilites. Plus they already have a launcher for the official add ons so I guess it wouldn't be that hard to add the possibility of custom stuff in there too?

Anyway new DM map just released on Megaton. It doesn't seem extraodinary but it still is a brand new map created by a Megaton user
http://steamcommunit...551&searchtext=
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User is offline   Forge 

  • Speaker of the Outhouse

#240

View PostMetHy, on 20 January 2014 - 02:35 AM, said:

new DM map just released on Megaton. It doesn't seem extraodinary but it still is a brand new map created by a Megaton user
http://steamcommunit...551&searchtext=

download link for us non-steam people?
0

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