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CBP Episode 'Duke Hard'  "One building, one map(per) per floor, small maps"

User is offline   Mike Norvak 

  • Music Producer

#391

A gift for you, MetHy:

Delayed End-of-level-platform

Now give me rep points people! Just kiding haha

You control the delay time by changing the door autoclose's Hitag. Nothing new, I just mixed some other tricks discovered before.

BTW. Is not a real elevator but an SE31 sprite platform. The same if you think about it, just make sure to put another sprite if you want to simulate the ceiling.

This post has been edited by Mike Norvak: 19 March 2014 - 09:47 PM

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User is offline   Micky C 

  • Honored Donor

#392

View PostMike Norvak, on 19 March 2014 - 09:44 PM, said:

A gift for you, MetHy:

Delayed End-of-level-platform

Now give me rep points people! Just kiding haha

You control the delay time by changing the door autoclose's Hitag. Nothing new, I just mixed some other tricks discovered before.

BTW. Is not a real elevator but an SE31 sprite platform. The same if you think about it, just make sure to put another sprite if you want to simulate the ceiling.


You didn't specify upvote or downvote Posted Image

That's pretty much what I had in mind. I hope Methy will adapt my elevator to use that method, which is totally possible. It's a bit of a shame though because with the current elevator I love how Duke mashes his fist into the controls (invisible nuke button).
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User is offline   Mike Norvak 

  • Music Producer

#393

View PostMicky C, on 19 March 2014 - 10:43 PM, said:

You didn't specify upvote or downvote Posted Image


The choice is up to you!

So what are you both exactly wanting to do with the elevator?
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User is offline   Micky C 

  • Honored Donor

#394

Well I just made a nice looking elevator, adapting cage's elevator doors to be functional, and with an invisible nuke button over the controls that causes the fist-mash animation when pressed.
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User is offline   MetHy 

#395

It's a pretty cool idea but it doesn't work very well, you can press the 'invisibile' nukebutton from the other side of the elevator. I even pressed it by accident while trying to close the door. I think i'll use your elevator but with the delay ending.
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User is offline   Micky C 

  • Honored Donor

#396

Hmm I thought I tested it so that wouldn't happen.

I'm guessing you're going to replace the nuke button with a different switch, in which case you should move the control panel further away from the door.
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User is offline   MetHy 

#397

View PostMike Norvak, on 19 March 2014 - 09:44 PM, said:

A gift for you, MetHy:

Delayed End-of-level-platform

Now give me rep points people! Just kiding haha

You control the delay time by changing the door autoclose's Hitag. Nothing new, I just mixed some other tricks discovered before.

BTW. Is not a real elevator but an SE31 sprite platform. The same if you think about it, just make sure to put another sprite if you want to simulate the ceiling.


Actually I was more thinking of a 'real' sector based (teleporting) elevator, which teleports the player into an ending sector.

Here is what I came up with, there are however two 'issues' with this :
- the first issue isn't a problem at all. It's actually pretty cool : once the elevator has been started (and the 'elevator teleporting' has been done), Duke is inside the ending level sector, but it only ends the level if the player moves. So, it's delayed up until any small player movement.
- the 2nd issue is that, for some reasons (probably because how I put 2 sectors in one in an inconventional way that shouldn't be done :blink:) the visuals of the elevator glitch a little for a split second when it reaches the top. It's quite quick and it's VERY likely that the player will have moved (and thus ended the level) before he sees it. But it still annoys me.

So all in all this isn't perfect yet but I think it will work. I have made the elevator quite long in order to try and avoid the glitch (the longer the elevator is, the higher chance there is the player will move and not see the small visual glitch). I think I'll probably make it EVEN longer, like REALLY REALLY long in the map and keep it like that.

Does anyone know if it's possible to control when the teleporting occurs during such elevator? As it is, it happens almost as soon as the player activates the elevator but ideally i'd like it to happen 1 or 2 seconds later, so that you see a bit more of the elevator going up before being able to end the level.

Attached File(s)



This post has been edited by MetHy: 20 March 2014 - 03:01 AM

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User is offline   MetHy 

#398

Okay I found a way to control when the teleporting occurs. It's actually pretty simple, the teleporting occurs when the sector reaches the top of the adjacent sector. So I built a super small (almost invisible) sector around the elevator, and its height determines when the teleporting occurs.

Now, I will just have to apply all of this to a more complex looking elevator in the real map but I don't think that's going to be too much trouble.

I was also thinking how I'd love it if the player was able to see a couple of floors while going up (like you get to see the lobby for a split second) before the level ends but i don't think that's possible.

This post has been edited by MetHy: 20 March 2014 - 03:22 AM

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User is offline   Forge 

  • Speaker of the Outhouse

#399

iirc during our experiments with the ending of cbp8 (before you went with the tror method and i backed out)
we discovered that the SE7 actually travels with the elevators & raising sectors - so trying to make an elevator raise or lower into one doesn't work (if you put an se7 10 clicks above the moving sector, it will stay 10 clicks above while the sector is in motion)

a bit late since you've already got something in the works:
i technically got the concept to work by making a shaft with a sprite floor and ceiling for the elevator. the moving sectors were tiny and located around the center of the sprites, then i placed the se7 at X height out in the middle of the shaft
it was functional, but it was also incredibly ugly

This post has been edited by Forge: 20 March 2014 - 04:54 AM

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User is offline   MetHy 

#400

Yeah, I already knew about having sprites above a moving sector, that has been done a lot and it's also what Mike used in his example above at the top of the page; but the problem with that is that the elevator has to be made out of sprites so it's limiting and not as good looking; plus I really don't like the way sprites moves when going up/down, it's like they're shaking or something. So, that's for all these reasons I wanted a 'real' sector based elevator leading to the ending sector.

This post has been edited by MetHy: 20 March 2014 - 05:10 AM

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User is offline   Daedolon 

  • Ancient Blood God

#401

They only "shake" in Megaton. Vertically moving sprites (well, sprites can't move horizontally anyway except in trains) are completely broken in Megaton.
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User is offline   Forge 

  • Speaker of the Outhouse

#402

floor aligned sprites behave stable on vertical moving sectors, but some wall aligned sprites (mainly actors like switches) do shake.

you can make an elevator completely out of sprites, with at least three walls, but it would be boxy and take some extra sector work (basically an elevator surrounded by thin elevators) to block the player from clipping through the sprite walls
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User is offline   MetHy 

#403

I have added a part about Cars to the OP (explanations, since apparently not everybody was even aware about it, and list of cars submitted so far)
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User is offline   stumppy84 

#404

MetHy,
My car is in my map next to my sig.
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User is offline   Micky C 

  • Honored Donor

#405

Why did Ancient Coffee Bean give up? Is he done with mapping completely? I mean you're hardly a mapper if you don't have the skills or inspiration to fill out such a small space.
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User is offline   Jblade 

#406

That comes across as pretty harsh Micky. If he's squeezed for time than that's just part of life.
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User is offline   MetHy 

#407

View Poststumppy84, on 21 March 2014 - 06:37 PM, said:

MetHy,
My car is in my map next to my sig.


Cool thanks, I hadn't noticed.

View PostMicky C, on 21 March 2014 - 06:55 PM, said:

Why did Ancient Coffee Bean give up? Is he done with mapping completely? I mean you're hardly a mapper if you don't have the skills or inspiration to fill out such a small space.


He said that he'd rather make maps for other games, other engines.
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User is offline   Helixhorned 

  • EDuke32 Developer

#408

View PostMetHy, on 20 March 2014 - 02:58 AM, said:

Does anyone know if it's possible to control when the teleporting occurs during such elevator?

If I'm reading the sources right, it's like this for the "going up" direction. For an elevator sector s, let z(s) denote that ceiling z of a sector adjacent to s which is strictly above sector[s].floorz and closest to it. The warping takes place the moment sector[s].floorz reaches z(s). The "going down" direction should be analogous, swapping "ceiling" <-> "floor" and "above" with "below".

Edit: I forgot to mention an important detail: z(s) is determined at premap. Thus, it's NOT a good idea to have sector effects in sectors adjacent to s, such as in E2L1, because it may make z(s) depend on the order in which these effects are set up or not be defined at all (recall, it's "strictly above"). In E2L1, the ceiling lowering (by pure luck) proceeds after the setup of the warping elevator, but the fact remains that it's constructed improperly.
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User is offline   MetHy 

#409

Yeah thanks, I had realized that though (see the post after what you answered) :blink:

I've recieved Taivo's car (built at the right floor/ceiling height, thank you) and I'm making progress on the underground parking secret map.

What's the status on people who aren't done yet? (Daedolon, Blizzart, MRCK, Steambull, Cage, Merlijn, Norvak, Neocaix)
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User is offline   Mike Norvak 

  • Music Producer

#410

My my it is at 50% (yeah slow mapping, just like me :S) But I'm going to vacation the next 4 days, so I'm not gonna map at all :blink:

What's the car room's ceiling height and z-coord? Just like the template?
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#411

@Norvak; http://forums.duke4....post__p__189915

@Methy; Did you get my e-mail?
1

User is offline   Daedolon 

  • Ancient Blood God

#412

I've been working on some of my music and also been absent-minded. I just need to draw some inspiration to finish the last rooms.
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User is offline   MetHy 

#413

View PostMike Norvak, on 23 March 2014 - 07:30 AM, said:

My my it is at 50% (yeah slow mapping, just like me :S) But I'm going to vacation the next 4 days, so I'm not gonna map at all :blink:

What's the car room's ceiling height and z-coord? Just like the template?


Nice :blink:
I've add all the info required for the car in the OP as well. I update the OP quite often.

View PostHigh Treason, on 23 March 2014 - 07:47 AM, said:

@Methy; Did you get my e-mail?


Just answered to it
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User is offline   Forge 

  • Speaker of the Outhouse

#414

you mo-fo's need to quit quakis-ing your maps.

i'm interested in seeing what everyone made with the pre-fab template.

This post has been edited by Forge: 23 March 2014 - 11:34 AM

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User is offline   MetHy 

#415

Actually I think progress is going pretty well. Steadily.
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User is offline   Forge 

  • Speaker of the Outhouse

#416

says the person who gets to see everything as it's completed

It's been near two months since you started this project and this is where we're at:

Done:
- James
- Micky C
- Mister Sinister
- Paul B
- Taivo
- Forge
- Stumppy
- Ancient Coffee Bean Gave up

Pretty Much Done:
- Daedolon 90%
- Steambull 90%
- Mikko Sandt 99%
- High Treason 99%

Probably can finish in the next couple of Weeks:
- MetHy : 70% + (not counting having to wait on everyone else to supply a vehicle)

At the current rate should finish in two months (May or June):
- MRCK: 50%
- Norvak : 50%

At the current rate should finish in four or five months (August or September):
- Neocaix : 20%

Who knows? Next week. Next Month. Next Year.
- Blizzart
- Cage
- Merlijn
- Davox
- Hendricks266
- bird

This post has been edited by Forge: 23 March 2014 - 12:18 PM

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User is offline   MetHy 

#417

Don't be so negative. Metropolitan Mayhem took almost a year even though each map had to be made within 24hours. And it was totally worth it, too.

This is going very well in comparaison so far (and this project has more maps than MM, and some maps in MM aimed at something easier to build), and I'm sure people we aren't finished yet are not "sitting on it" but are probably generally more busy. Also 'current rate' doesn't mean anything, for example as far as I know it could take only one day for MRCK to finish his map if he was in the right spree and had the time.

This post has been edited by MetHy: 23 March 2014 - 12:23 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#418

don't blame me for being impatient considering the line-up you managed to gather for this project
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User is offline   blizzart 

#419

View PostMetHy, on 23 March 2014 - 04:09 AM, said:


What's the status on people who aren't done yet? (Daedolon, Blizzart, MRCK, Steambull, Cage, Merlijn, Norvak, Neocaix)


Hey, I´m sorry but I won´t have the time to do anything right now. I´ve started something weeks ago, but it led to nowhere.

This post has been edited by blizzart: 23 March 2014 - 12:53 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#420

View Postblizzart, on 23 March 2014 - 12:52 PM, said:

Hey, I´m sorry but I won´t have the time to do anything right now. I´ve started something weeks ago, but it led to nowhere.

View PostMetHy, on 23 March 2014 - 12:53 PM, said:

Don't be so negative.

yeah. don't be so negative.

sleep is over-rated

This post has been edited by Forge: 23 March 2014 - 07:03 PM

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