CBP Episode 'Duke Hard' "One building, one map(per) per floor, small maps"
#691 Posted 31 May 2014 - 06:35 AM
#693 Posted 31 May 2014 - 06:48 AM
#694 Posted 31 May 2014 - 06:49 AM
However, PAL1 weapons and iteams appear both in DM&COOP and you can't make DM or COOP only weapons/items.
I've become pretty good at coming up with solutions on how to make makes multiplayer compatible without changing how they work in SP so you can trust me.
edit : that's only for megaton?
This post has been edited by MetHy: 31 May 2014 - 06:53 AM
#695 Posted 31 May 2014 - 03:52 PM
#696 Posted 31 May 2014 - 05:20 PM
also please note that i am well aware that there are some minor sprite-related visual issues in my map ; ie. pal 4 sprite pipes on some walls as shadows that can be destroyed independently from the actual pipe they are supposed to be casted from, or some two-sided sprite signs that are actually made of two different one-sided sprites (with different palette values or shade values for the sake of decoration) that can also be broken independently, making for unrealistic visual effects. really i do not care about realism enough to fix them and would like them to be left the way they are. basically those little things are pretty much deliberate and seeing as they do not affect the gameplay in any way and are purely cosmetic i don't think they should be touched. the map is as fun as it gets to be played as it is and that's what matters to me.
This post has been edited by ck3D: 31 May 2014 - 05:20 PM
#697 Posted 01 June 2014 - 11:27 AM
I've spent more time beta testing this map then building it. I wish I could do things right the first time. Crazy!
#698 Posted 01 June 2014 - 11:55 AM
MetHy, on 31 May 2014 - 06:49 AM, said:
However, PAL1 weapons and iteams appear both in DM&COOP and you can't make DM or COOP only weapons/items.
(...)
edit : that's only for megaton?
Mickey C, on 31 May 2014 - 03:52 PM, said:
Code in A_Spawn() suggests that a switch with any non-zero pal is removed in a game with more than one player. So this seems to be a Megaton extension.
#699 Posted 01 June 2014 - 12:12 PM
I'm glad you guys mentioned it though. This however just makes things VERY complicated for coop, as I understand from the infosuite page you can't make switches coop only, or even multiplayer (both coop&dm) only, JUST dm-only.
In other words, I can't think of a way to prevent the possibility of getting stuck in quite a few maps (High Treason's, Mickey C's, Cage's, perhaps even others...); unless we come up with a brilliant idea.
There is always the possibility of making the 2nd coop player spawn in a seperate space with a touchplate which alters the maps so that players can't get stuck in coop; however, that would render the point of the some maps null in coop; and even then, that wouldn't work for every map (I know it's hard for you to imagine without having looked at the map, but the people concerned should understand what i mean)
I have to say though that this PAL2 for coop thing is VERY handy and a great idea, and I can only recommend you to add that to eduke32
This post has been edited by MetHy: 01 June 2014 - 12:15 PM
#700 Posted 01 June 2014 - 12:17 PM
#701 Posted 01 June 2014 - 12:22 PM
It all depends how complicated it can get; I'll have a look at the maps that can cause coop players to get stuck and see if things can be sorted out by having a simple system such as :
-Coop player 2 spawns in a place with a touchplate before getting instantly being teleported to playfield area
-that touchplate opens up small pannels on the map which hid switches allowing you to (re)open places that may get you stuck in coop
If this works, it's pretty easy. However I'm thinking it may not work in some maps because sometimes it's a little more complicated than just that. I'll have a look.
This post has been edited by MetHy: 01 June 2014 - 12:22 PM
#702 Posted 01 June 2014 - 12:33 PM
The only thing you need to confirm is that the second Aplayer death match duke starts above the one way teleport, otherwise the whole thing breaks.
I've also used this strategy for preventing players from ending the map in Death Match or Activating / De Activating the motion sensors in the Death match environment as well opening up areas of the map to allow the player to get around better in death match but not in Co-op.
The nice thing about Build/Mapster anything is just about possible, it's just a matter of how much time you want to invest?
The mappers who make their map should be the ones making these multi-player allowances because they know their map best and they know how the map should be played out. If a third party makes modifications to someone's map by tweaking this type of game play they could end up tampering and breaking certain parts of the map unknowingly. I ended up unknowingly breaking my map several times just from tampering.
This post has been edited by Paul B: 01 June 2014 - 12:57 PM
#703 Posted 01 June 2014 - 12:50 PM
MetHy, on 31 May 2014 - 06:49 AM, said:
MetHy, on 01 June 2014 - 12:12 PM, said:
A problem is that such a change is not backwards compatible: it would remove pal 2 switches in Dukematch. Thankfully it looks that not many maps use switches with pals greater than 1. Searching my usermaps directory for wall-aligned sprites of pal > 1 whose tile name contains "SWITCH" (but neither "ACCESS" nor "MASTER"), only two maps are found: ROCH7 and sunshine_dp.
So it seems that it's not too big of an obstacle for implementing the Megaton behavior. The few problematic maps would have to be tweaked if anyone wanted to play them in Dukematch.
#704 Posted 04 June 2014 - 02:51 AM
Got not much from Steambull because of shit going on in his life and he apologizes for that.
#705 Posted 04 June 2014 - 04:04 AM
I was just thinking that we should make that consistent. I think we should make it so that every map provides one 30hp pack just before exiting (like, make it respawn when the path to the stairs get opened). It's kind of weird atm that only a few seperate maps do it and do it with a different number of packs. Giving a 30hp on each map would prevent the player from killing himself at the start of each map to get back to 100hp or to wander for HP in the map before exiting if he's low on health.
What do you think?
This post has been edited by MetHy: 04 June 2014 - 04:05 AM
#707 Posted 04 June 2014 - 04:58 AM
Replace my poster with Daedolon on the MODB page. I won't be offended, it was more of a "proof of concept".
No need for 3 posters!
#708 Posted 04 June 2014 - 06:14 AM
I don't really see the point off adding the health kit because every player will have a different amount of health taken away at the end of each level and sometimes more than 30 + damage. So i'm not really sure what difference it makes whether we include that health kit or not? Seems kind of trivial to me.
This post has been edited by Paul B: 04 June 2014 - 06:26 AM
#709 Posted 04 June 2014 - 06:19 AM
#710 Posted 04 June 2014 - 06:27 AM
MetHy, on 04 June 2014 - 06:19 AM, said:
Methy who are you referring to about your last statement. I don't see anyone trolling here? =S
#711 Posted 04 June 2014 - 06:38 AM
As for the trolling comment, if you put health out of reach its a tease not a help.
This post has been edited by Drek: 04 June 2014 - 06:40 AM
#712 Posted 04 June 2014 - 07:05 AM
I'd rather go for 1x30hp because more than that would nullify the difference between good players and very good players; with more than 1x30hp that would mean bad players are rewarded more than good ones.
Plus since we're already taking out weapons, if we force start 100hp every map, gameplay will feel more like a collection maps rather than episode (not sure if i explain what i mean well... )
And if people want to cheat and commit suicide at the start of a map, that's lame, but they can.
This post has been edited by MetHy: 04 June 2014 - 07:09 AM
#713 Posted 04 June 2014 - 07:36 AM
MetHy, on 04 June 2014 - 07:05 AM, said:
I'd rather go for 1x30hp because more than that would nullify the difference between good players and very good players; with more than 1x30hp that would mean bad players are rewarded more than good ones.
Plus since we're already taking out weapons, if we force start 100hp every map, gameplay will feel more like a collection maps rather than episode (not sure if i explain what i mean well... )
And if people want to cheat and commit suicide at the start of a map, that's lame, but they can.
Being that i'm unfamiliar with the game play of the episode I just naturally assumed everyone would start the next level or map with full health. I didn't realize the health wasn't reset between levels. The more I think about it, the more I'm starting to realize that it might only make sense to have one large health pack spawn when the end of the level keylock is used. That makes the most sense to me for everyone. If we boost the players health too much then we may as well just have everyone start with 100 health at the start of every level. 30 health points is a perfect number.
This post has been edited by Paul B: 04 June 2014 - 07:43 AM
#714 Posted 04 June 2014 - 07:42 AM
An atomic health is WAY too much. That would mean the possibility of starting every map with at least 150hp. With an atomic health, I know most people will just go wander through the entire level picking up all the HP they left or even drink water so they can start the next map with 150hp. The point of that 1x30hp is also to prevent players wasting their time going around the entire level again to pick up hp before the next level, not to encourage it.
And that's without even mentionning the fact that some maps already provide atomic healths; some hidden, some not so hidden, some not hidden at all. There is already two maps very good players could leave with 200hp if they play well and/or pick up the atomic healths before leaving the map..
This post has been edited by MetHy: 04 June 2014 - 07:45 AM
#715 Posted 04 June 2014 - 08:19 AM
#716 Posted 04 June 2014 - 09:37 AM
Having coop only switches inside small panel systems for coop can still be possible.
I'm pretty sure this only concerns Mickey C, High Treason and Cage but it might also concern Mikko depending on whether or not he changes one thing for his map and how he changes it.
The idea is that, we want switches to open up places that could get the player stuck in coop (or alternatively which opens a one way teleporter); that is to say every time a path closes behind the player; but obviously we want this switch to be only in coop, AND only preferably only use-able when/if needed.
I thought PAL2 worked but since it doesn't, here is the idea :
- for each time the path gets blocked, have a panel system in a wall next to the blocked path with a switch inside that opens up the door/path (or which opens up a teleporter, if needed and if there is space)
- this small pannel has 2 "doors" and one switch behind those "doors"
- the door closest to the switch opens whenever there will be need for the switch; for example, let's say you have a door that gets locked behind the player and blocks the path to players behind that door. Either with a new touchplate or with the same one depending on the situation, make it so that this also opens that door in that panel on the other side of the blocked path so that coop players who are left behind or who died can use that switch to open the path as soon as the path is blocked
- The 2nd door in the pannel (preferably the one farthest to the switch out of the 2 doors of the panel) serves the purpose of making it all coop only and not noticeable/use-able in sp :
Have the 2nd player start the map in a small sector outside of the map which teleports him immediatly in the template area, but which also activates a touchplate that opens ALL of those 2nd doors of all panels.
This means that; even in SP, the player will open one of the door of each pannel as he goes through the map but will never realize it thanks to the 2nd door the pannel has; and it becomes use-able in coop thanks to the trick involving those 2nd doors which are all connected together and only open up with that 2Nd player coop start.
But wait - it gets more complicated :
- we have to be sure the coop spawn in the teleporting area with the touchplate IS the 2nd player and not the 3rd or 4th. I THINK the 2nd player spawn in the last one you built but if someone can confirm this, please let me know, or else i'll do researches to confirm this. edit : so yes, 2nd player is the last coop spawnpoint you make, so you can just delete one and re-make it
- if your map has no pistol; or little ammo; or the risk of the coop player running out of pistol ammo or not having access to the pistol when he meets the switch; the doors of the pannel have to be slide doors. Indeed, with any other type of doors, you can only shoot the switches, not USE them. I remember there was also an issue with the lower/rise sector SE but I don't remember what exactly, but there was a reason I used slide doors when I built similar pannels.
- with slide doors, if you want the button NOT to be push-able through the wall before the pannel opens (i wouldn't blame you if you didn't but it's better imo especialyl considering the switches WILL be there in SP), the switch and the pannel have to be really small, the size of a 10x10 sized switched; and you have to make sure the SE, Activator and Speed sprites of the slide doors are in the middle of the pannel and 'hide the path' before the doors get opened. So this is not mandatory but it's highly recommended, or else SP players might be able to use the switch if they notice a small part of the wall looks different or if they randomly press use everywhere while looking for secrets etc
-You can also make sure the pannel is not noticeable in SP. So you can use the same texture as the wall you put it in for the doors, and the space between the first wall and the closest 'door' of the pannel could have the size of "1"
-Don't forget the new sector for the 2nd player with the one way teleporter also has to be hurtfloor
So there, that should work. It sounds like trouble but it really isn't complicated especially considering that I believe Mickey C's map needs only 1 pannel at the start; High Treason needs 2 but actually since both doors work together you can make that just one as well; and IF mikko will need it, it will only be one pannel too. Only Cage's map will probably need more.
To Mikko : when I say you might need it, you'll know what I mean when you get the beta report; i'm putting them all together as we speak so it should be soon.
Edit : I know it sounds like trouble, especialyl considering eduke32 multiplayer is broken at this point; but considering everybody's built weaponless coop spawn point in their maps it would be stupid not to do it. When it's just one pannel it takes a couple of mins; only Cage will need more. If you're really busy and you trust me I guess I can help.
I'm still for hearing everyone's opinion on the hp packs discussion we were having
This post has been edited by MetHy: 05 June 2014 - 09:34 AM
#717 Posted 04 June 2014 - 11:35 AM
This post has been edited by Paul B: 04 June 2014 - 11:35 AM
#718 Posted 05 June 2014 - 06:07 AM
Then suddenly of course Megaton stops working (it goes back to desktop after the logo) and there is nothing I can do about it. I guess I'll have to use xduke and metldown or whatever, I always get trouble bullshit like this.
My point is, if anybody knows please let me know; or knows of another way to find this out.
I know for a fact that in DM the last you make is the 2nd player start so I'm thinking it's the same for coop but I'd like to be able to confirm this.
Edit : i'm still workign on putting all the beta reports together btw, i'm half way through it now.
This post has been edited by MetHy: 05 June 2014 - 07:14 AM