Apparently we didn't already have a localized thread for Mapster32 and mapping related questions (ranging from "how do I do X doors" or "what was the key to do Y"), so here's one.
Here's two, which I sadly already know the answers for, but can't hurt to ask.
1) Can you control a two way train's speed?
2) Is it possible to have a conveyor belt that doesn't move the floor texture (not using sprites to cover the floor)? Having a texture that doesn't look like it's moving is one way to do it but I'd rather not.
Mapping questions thread
#1 Posted 08 March 2014 - 12:31 AM
#3 Posted 08 March 2014 - 01:41 AM
I'm looking for hacks and other weird tricks to somehow emulate these effects. Or any other effect that works similarly.
I guess it's still a no, but I'm not gonna stop trying.
I guess it's still a no, but I'm not gonna stop trying.
#4 Posted 08 March 2014 - 03:05 AM
for #2 - ... I do this in sw build with currents, like a water current. Not sure if duke has that or not.
#5 Posted 08 March 2014 - 03:06 AM
#6 Posted 08 March 2014 - 03:40 AM
Oh I guess you're right, it could be done with a texture that animates in the opposite direction. Too bad I'm working with base, unmodified 1.5 here.
#7 Posted 08 March 2014 - 07:44 AM
Daedolon, on 08 March 2014 - 12:31 AM, said:
2) Is it possible to have a conveyor belt that doesn't move the floor texture (not using sprites to cover the floor)? Having a texture that doesn't look like it's moving is one way to do it but I'd rather not.
Using sprites to cover the ground is how MRCK did it in Happy Hangover (on my idea but I guess it's not that hard to figure it out). It works pretty well.
#9 Posted 08 March 2014 - 09:30 AM
toy with the se26 escalator effect.
can't control the speed though and it might be hard to mask the visual anomalies it causes
can't control the speed though and it might be hard to mask the visual anomalies it causes
#11 Posted 09 March 2014 - 12:48 AM
That could work but there's also another effect on the sector which might make everything quite a lot harder. Don't know what SE26 does so I'll give it a shot.
Everyone feel free to ask your own questions here too.
Everyone feel free to ask your own questions here too.
#12 Posted 09 March 2014 - 12:52 AM
If you set the GPSPEED to a stupidly high value it reverses the direction and eventually will prevent the texture animating, or it did as far as I remember. I'm almost certain I've used it somewhere, but I can't remember where or what values I used.
#13 Posted 09 March 2014 - 12:58 AM
A question related to the conveyor belts. Is there any rule, to aligning the floor texture along with the conveyor movement direction? That is pain for me to do.
#15 Posted 09 March 2014 - 01:02 AM
Well, even when I do this, it still does different direction! Then I just change the first wall to every single wall over the sector and it still goes wrong!
#16 Posted 09 March 2014 - 01:04 AM
You're supposed to flip the texture instead of changing the firstwall. Just keep hitting F on the floor until it goes the correct way.
#18 Posted 11 March 2014 - 09:43 AM
Why do enemies refuse to leave a sector, like for example going into one room from another but they get stuck. It seems they don't like stepping onto a different floor texture and get stuck where the two different floor textures meet. Does anyone know how to fix this?
#20 Posted 11 March 2014 - 11:11 AM
Flesh420, on 11 March 2014 - 09:43 AM, said:
Why do enemies refuse to leave a sector, like for example going into one room from another but they get stuck. It seems they don't like stepping onto a different floor texture and get stuck where the two different floor textures meet. Does anyone know how to fix this?
I think I may have experienced this same thing using a pigcop dive. But it only seemed to happen once where I noticed it.
#21 Posted 12 March 2014 - 10:13 AM
Paul B, on 11 March 2014 - 11:11 AM, said:
I think I may have experienced this same thing using a pigcop dive. But it only seemed to happen once where I noticed it.
PIGCOPDIVE is a stayput actor.
#22 Posted 12 March 2014 - 10:18 AM
Dive as well?
Are there any other "unmarked" stayput actors then?
Are there any other "unmarked" stayput actors then?
#23 Posted 12 March 2014 - 10:36 AM
Daedolon, on 12 March 2014 - 10:18 AM, said:
Dive as well?
Are there any other "unmarked" stayput actors then?
Are there any other "unmarked" stayput actors then?
Nope. From the source code:
case OCTABRAINSTAYPUT__STATIC: case LIZTROOPSTAYPUT__STATIC: case PIGCOPSTAYPUT__STATIC: case LIZMANSTAYPUT__STATIC: case BOSS1STAYPUT__STATIC: case PIGCOPDIVE__STATIC: case COMMANDERSTAYPUT__STATIC: case BOSS4STAYPUT__STATIC: actor[i].actorstayput = sp->sectnum;
Note that NEWBEASTSTAYPUT is not hardcoded to stayput (they are useractors with the enemystayput flag) so they aren't in the list.
#24 Posted 24 April 2014 - 01:40 AM
High Treason, on 09 March 2014 - 12:52 AM, said:
If you set the GPSPEED to a stupidly high value it reverses the direction and eventually will prevent the texture animating, or it did as far as I remember.
Took a bit long to work on it but, yeah, 16384 as the speed reverses the direction of the conveyor belt (so just turn the SE around) and stops the texture from animating, it's a bit rough for what I want but I'll take it. My design philosophy has always been that I'd rather have cool effects albeit a bit broken, rather than no interesting stuff at all.
#25 Posted 25 April 2014 - 12:33 PM
How can I disable the "locked"/"unlocked" messages from ActivatorLocked?
#26 Posted 25 April 2014 - 12:36 PM
I wish I knew the answer, that's been bothering me too - in fact I've completely discarded a few effects from my maps because of them.
This post has been edited by Daedolon: 25 April 2014 - 12:39 PM
#27 Posted 25 April 2014 - 04:13 PM
I assume that its not just a matter of putting in blank text for those two quotes in USER.CON?
#30 Posted 25 April 2014 - 07:52 PM
Fox, on 25 April 2014 - 12:33 PM, said:
How can I disable the "locked"/"unlocked" messages from ActivatorLocked?
use a SE20 helper sector to trip the activatorlocked
example map:
Attached File(s)
-
1new.rar (535bytes)
Number of downloads: 787
This post has been edited by Forge: 26 April 2014 - 06:58 AM