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Mapping questions thread

User is offline   Daedolon 

  • Ancient Blood God

#1

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.
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User is offline   Micky C 

  • Honored Donor

#2

As far as I'm aware the answer to both those questions is no.
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User is offline   Daedolon 

  • Ancient Blood God

#3

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.
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User is offline   Robman 

  • Asswhipe [sic]

#4

for #2 - ... I do this in sw build with currents, like a water current. Not sure if duke has that or not.
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User is offline   Micky C 

  • Honored Donor

#5

View PostRobman, on 08 March 2014 - 03:05 AM, said:

Not sure if duke has that or not.


It doesn't.
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User is offline   Daedolon 

  • Ancient Blood God

#6

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.
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User is offline   MetHy 

#7

View PostDaedolon, 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.
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User is offline   Daedolon 

  • Ancient Blood God

#8

Was just thinking it for a slope, so I can't use sprites.
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User is offline   Forge 

  • Speaker of the Outhouse

#9

toy with the se26 escalator effect.
can't control the speed though and it might be hard to mask the visual anomalies it causes
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User is offline   Micky C 

  • Honored Donor

#10

What about some invisible TROR?
1

User is offline   Daedolon 

  • Ancient Blood God

#11

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.
0

#12

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.
1

User is offline   underTaker 

#13

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.
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User is offline   Daedolon 

  • Ancient Blood God

#14

Set the floor texture to be relative, should help quite a bit.
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User is offline   underTaker 

#15

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!
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User is offline   Daedolon 

  • Ancient Blood God

#16

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.
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User is offline   underTaker 

#17

Will try :blink:
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User is offline   Flesh420 

#18

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?
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User is offline   Daedolon 

  • Ancient Blood God

#19

Don't use the stayput versions of the enemies.
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User is offline   Paul B 

#20

View PostFlesh420, 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.
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User is online   Danukem 

  • Duke Plus Developer

#21

View PostPaul 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.
1

User is offline   Daedolon 

  • Ancient Blood God

#22

Dive as well?

Are there any other "unmarked" stayput actors then?
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User is online   Danukem 

  • Duke Plus Developer

#23

View PostDaedolon, on 12 March 2014 - 10:18 AM, said:

Dive as well?

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.
1

User is offline   Daedolon 

  • Ancient Blood God

#24

View PostHigh 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.
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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#25

How can I disable the "locked"/"unlocked" messages from ActivatorLocked?
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User is offline   Daedolon 

  • Ancient Blood God

#26

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

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User is offline   Mark 

#27

I assume that its not just a matter of putting in blank text for those two quotes in USER.CON?
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User is offline   Daedolon 

  • Ancient Blood God

#28

Usually when people want to make maps, that's not an option.
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User is offline   Mark 

#29

Ah yes. This is a mapping thread. OOPS.
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User is offline   Forge 

  • Speaker of the Outhouse

#30

View PostFox, 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)

  • Attached File  1new.rar (535bytes)
    Number of downloads: 736


This post has been edited by Forge: 26 April 2014 - 06:58 AM

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