![](https://forums.duke4.net/public/style_images/cgs/_custom/switch.png)
Mapping questions thread
#121 Posted 16 August 2014 - 07:02 AM
everything seemed to work fine in the end.
i repaired later editions - like the ones on CGS & steam have been fixed, but the one on MSDN is probably still broke
#122 Posted 16 August 2014 - 07:08 AM
This post has been edited by ck3D: 16 August 2014 - 07:10 AM
#123 Posted 16 August 2014 - 07:14 AM
Didn't that key combo come with a warning btw?
#124 Posted 16 August 2014 - 07:28 AM
I'm almost done remaking the underwater area up to the point where I was anyway... Hopefully I won't have too much trouble with the boat. There is no tutorial for driveable SW boats that you get to see underwater too.
#125 Posted 16 August 2014 - 07:47 AM
This post has been edited by MetHy: 16 August 2014 - 07:47 AM
#126 Posted 16 August 2014 - 08:05 AM
MetHy, on 16 August 2014 - 07:47 AM, said:
I could look at it if you want. Sounds interesting.
#127 Posted 16 August 2014 - 10:38 AM
#128 Posted 16 August 2014 - 11:02 AM
So this happened because I went over the old limit when I copy-pasted the entire area?
Edit : Just tried the new version, thanks for the fix !
This post has been edited by MetHy: 16 August 2014 - 01:37 PM
#129 Posted 16 August 2014 - 09:11 PM
Just throwing this out there, I know i've done this in the past probably by accident I think it was with switches though and not sprites. Anyway, I forgot what I did, so maybe you can help?
I want to place an invisible blockable switch infront of a female sprite object to prevent duke from triggering a stripper from flashing. I can't seem to make this work. Any suggestions? I know i've managed to do similiar things with swinging doors / ceiling doors that are triggerable only from one side but again I can't remember how i did that either. I think it had something to do with sector tagging.
Any help with any of these two scenarios would help a lot, I think they might be somewhat related.
Thanks.
This post has been edited by Paul B: 16 August 2014 - 09:18 PM
#130 Posted 17 August 2014 - 12:02 AM
What about a tagged sector surrounding the stripper, with an activator in it?
Btw with this new fix does it mean that we can build big sectors without worrying about causing funky glitches now?
This post has been edited by Micky C: 17 August 2014 - 12:03 AM
#131 Posted 17 August 2014 - 03:56 AM
My logic comes from how you can't press switches that are in small sectors behind ceiling or floor doors because of the effect sprites. So, try to reproduce that, the stripper is the switch.
This post has been edited by MetHy: 17 August 2014 - 03:57 AM
#132 Posted 17 August 2014 - 06:23 AM
Micky C, on 17 August 2014 - 12:02 AM, said:
No, the fix concerns only one particular dot product calculation in a certain function. There are several other cases like this, but it would be boring to go out on a spree replacing 32-bit integers with 64-wide ones. The insight of which of the potential overflows consitute real problems comes with bugs such as these, after all. For example, there are known[1] overflows in the classic engine that as far as I can see produce no observable adverse effect[2].
[1] to me, and anyone bothering to run an EDuke32 compiled with Clang's integer sanitizer.
[2] They're still undefined behavior per the C Standard, of course. So in a very strict interpretation, some engine code is incorrect.
Edit: also note that the problem wasn't about building large sectors per se, but rather about sectors being in a location of large absolute coordinates.
#133 Posted 17 August 2014 - 08:42 AM
Paul B, on 16 August 2014 - 09:11 PM, said:
one time sound tag the parent sector the swinging door sits in. the door will be "locked" until the one time sound is triggered
#134 Posted 19 August 2014 - 11:41 AM
you can't turn on/off a rotating sector, right?
I've playing some things here trying to "split-door" a rotating sector when I found this, probably isn't a new thing, but I think it should be shared.
I have made a rotating sector, then added a ST 28 (Drop Floor or Ceiling) and a SE 21 (Drop Floor). Changed SE orientation to down and then added a Masterswitch. Added a SE 31 (Floor Rise/Fall) with down orientation. When activated, the sector rises and the rotating speed comes down slowly until it stops.
If the orientation is up, when it stops rotating, ceiling falls down fast and infinite (buggy). So this relevant.
![Posted Image](http://s16.postimg.org/k11oty8np/crap.png)
Well this gave me the idea for a generator powering down, or anything else you can think.
*Edit: attached a map sample.
Attached File(s)
-
gen.zip (1.35K)
Number of downloads: 599
This post has been edited by Mr.Torture: 19 August 2014 - 12:30 PM
#136 Posted 19 August 2014 - 11:36 PM
Anyway I've got some walls that appear to be masked ( 4 of them ) and they aren't even masked floor to ceiling and it's messing up the effect and I can't undo them.
Is this a BUG when copying sectors? Can it be fixed? Does this happen when building duke maps aswell? Does anyone know what even I mean?
edit* - going to abandon that idea.. it looks good from a few angles but it bugs out in more ways than one. Would still be nice to know if there is a fix to what seems like a bug that randomly happens when copying sectors from one map to another. (using SWPbuild 1.2)
This post has been edited by Robman: 20 August 2014 - 12:05 AM
#137 Posted 20 August 2014 - 05:00 AM
#138 Posted 20 August 2014 - 10:06 AM
#139 Posted 20 August 2014 - 10:28 AM
#140 Posted 20 August 2014 - 06:18 PM
Daedolon, on 20 August 2014 - 05:00 AM, said:
I tried all the usual stuff to try and make it go away, I think it's a bug. Thanks though.
#141 Posted 20 August 2014 - 10:28 PM
Is there a way to block the ceiling from getting new light values when using a SE8 "Open door lights"?
I read that if you tag a sector wall 1,0 it won't receive new light, hopefully there's a similar trick to sectors?
Thanks!
#142 Posted 20 August 2014 - 10:43 PM
magnarj, on 20 August 2014 - 10:28 PM, said:
Is there a way to block the ceiling from getting new light values when using a SE8 "Open door lights"?
I read that if you tag a sector wall 1,0 it won't receive new light, hopefully there's a similar trick to sectors?
Thanks!
Someone correct me, but as far as I remember there's no way to achieve this, other than using a workaround of sprites to cover the desired ceiling, the pivot of the sprite needs to be in a very small sector with no SE on it.
#143 Posted 21 August 2014 - 12:56 AM
Mike Norvak, on 20 August 2014 - 10:43 PM, said:
or maybe do not bother making child sectors around the individual sprites and just press N on them (to set them to 'noshade') in 3D mode ? would that work ?
been loving that noshade function ever since it was implemented. it definitely made fine-tuning the aesthetics of maps a lot easier
#145 Posted 23 August 2014 - 11:16 AM
ck3D, on 21 August 2014 - 12:56 AM, said:
been loving that noshade function ever since it was implemented. it definitely made fine-tuning the aesthetics of maps a lot easier
Indeed.
#146 Posted 23 August 2014 - 11:37 AM
In Shadow Warrior, lights (any sort of light, so on/off, flicker, and fade) work so that you don't set the shade value you want it to be (like in Duke), but you set how many more or less shade increments you want. Which means that you can keep wall shading with lights, too (if your adjacent walls are shadded 8 and 10; and that you set your light effect to +5; then they will be 13 and 15; etc). Also, you can choose whether or not the light change affects floor, ceiling, walls, and even outerwall, and you can even keep custom palettes with lights; and all of this is independent on each ST1 (the equivalent of the SE). Oh and btw - you can also control the speed and intensity of the flickering and fading; and all of this also work with coloured lighting.
As for sprites, their shading value in game is a result of the shading value they are set + the sector's shade value (not sure if it is floor or ceiling, probably works the same as in Duke); which means that they'll be brighter/darker depending on what value you set them, so 2 sprites in the same sector can be shaded differently (and in vanilla too).
I know I'm offtopic but I'm tellin' ya, Shadow Warrior's mapping is cool.
This post has been edited by MetHy: 23 August 2014 - 11:46 AM
#147 Posted 24 August 2014 - 05:32 PM
I remember some old days where I was trying to do a strobe light with Engine and Up Open Door Lights, it worked somewhat in xDuke, but not in eDuke32.
It's cool use Random Lights with a Cycle, looks quite similar to a strobe light
![:(](https://forums.duke4.net/public/style_emoticons/default/laugh.gif)
If someone has some tricks for light effects, please share!
#148 Posted 28 August 2014 - 07:06 PM
I seem to recall that eduke has a higher sector limit than the standard 1024. However, if I want my map playable on the Steam version of Duke3d, should I stick to below 1024?
#150 Posted 01 September 2014 - 05:49 PM
1.)Anybody know how to re size the height of a map ? i know how to get to the option but i actually don't know what number to type in. Seems no matter the number I press, it turns out the same height....
2.) Is there a way to make glass sprites unbreakable ? Example a coffee cup can i make it not break ...
3.) You can't make aliens re spawn with pal 24 or re spawn transparent ? Is there a trick to implement that ?
This post has been edited by Duke64Nukem: 01 September 2014 - 05:50 PM