They're there in EDuke32, but not in Megaton. I think I know why it's doing that. It's because that's a water sector and they're sinking into the water. The same thing happens when you toss a pipebomb in there. It sinks. And yeah, they're making Assault Trooper death sounds. That will have to be fixed with code. Maybe Hendricks has fixed that already in NW+.
I suppose VACA5.map is finished now and clear to be added to the game. Hopefully, that's the final nail in that coffin. I'm going to edit the first post of the thread to list "VACA5.map" as not updated yet until it gets updated into the game. It's high priority that map gets updated whenever it can be.
This post has been edited by NUKEMDAVE: 13 November 2014 - 02:59 AM
Guessing it like the High Treason map when the women goes completely under water, don't know if it suppose to happen never play that map on eduke32 before but she does go underwater in Megaton Edition
While I was looking in that map, I saw something I missed. There was a texture in the elevator shaft that was stretched too far:
That helped it look a little better. There were a couple of misaligned textures that I found elsewhere, too. Nothing serious.
I probably shouldn't have tried to rush Termit into an update in some of the last posts. If he reads this, I think the best thing to do would be to wait right before the next update for the game is ready to be made and check the first post of the thread. I'll list any maps and the changes I make to them in the first post and keep my Google Drive link up to date. It's just that either new things are being found or better ways of doing what I did before are discovered. At least the maps have been/are getting cleaned up now compared to the mess they were in before. I've been trying to get all of these issues squared away. Seeing that the PS3/Vita version is coming soon, that motivated me to go back and fix these things because I didn't want all of these issues being in that version of the game if they've added my old maps to it.
This post has been edited by NUKEMDAVE: 13 November 2014 - 02:51 AM
Duke64 Galactic Alliance, on 13 November 2014 - 10:42 PM, said:
..
I didn't see what that was if you had something else.
Since you bumped my thread, I guess I'll say that after the latest map changes get added to the game, I now officially declare the maps final. I looked over them one more time and I'm really not seeing anything else that needs to be done to them. Not to say there won't be another wall aligned sprite seen somewhere that's clipping through a wall or something that I'll want to correct, but that's non-important updates I'll continue to make if necessary. I'm not going to go out of my way to look for those problems anymore, though. I welcome everyone to try out the maps if you can, especially in multiplayer. I hope I've redeemed myself to some extent now. And I apologize for making changes to single player gameplay in that one map... and the clever, but crappy way I originally blocked off the ends of the levels for Dukematch.
I did see some misaligned texture of that level on the second floor of that building if you look at redlight spot and that level they have the same walls but not aligned
Duke64 Galactic Alliance, on 14 November 2014 - 12:30 PM, said:
I did see some misaligned texture of that level on the second floor of that building if you look at redlight spot and that level they have the same walls but not aligned
The textures surrounding that one aren't perfect either, but neither are the ones in the original Red Light District map. What I did was I used the original Red Light District level to go by and I made them match up to the original as much as possible. That was the best thing to do. That room's structure has been changed a bit compared to the original map, though, so it couldn't be set exactly the same. It's updated. I found a stretched texture in DUKEDC3.map and updated it as well.
Speaking of D.C., this is something I thought I would point out that I did since I haven't shown much of what I did in that expansion. This isn't a new change. This has already been in since my maps were first added to the game, but I thought I would show it:
I thought those two bloody handprints would make excellent places to add Dukematch switches, so that's what you'll find there in Dukematch.
This post has been edited by NUKEMDAVE: 14 November 2014 - 02:44 PM
http://steamcommunit...s/?id=341796801 from a duke match map beach map 1 I think where that building in the middle is im like right beside it duke64nukem found this out
This post has been edited by Duke64 Galactic Alliance: 14 November 2014 - 06:47 PM
Duke64 Galactic Alliance, on 14 November 2014 - 06:44 PM, said:
http://steamcommunit...s/?id=341796801 from a duke match map beach map 1 I think where that building in the middle is im like right beside it duke64nukem found this out
What exactly is the problem? The "solid" sky? It has always been like that for skies with pal 1.
Well, I tried it and bringing the ceiling sectors up helped some, so that was a good find. Nothing can be done about the solid sky, though, like Fox said. The color of the skybox would have to be changed. There's that other skybox in Caribbean that seems to be about the same color, but changing it to that one would be a no-no. It'll have to stay as it is, but it's now a bit better than it was.
I kind of neglected that map before because everything looked perfect in it. I don't know what their reasoning for lowering the ceiling like that was. It either had to be to limit how high a player could jump or they were trying to prevent the tops of the palm trees from catching fire from the explosions, but it really doesn't accomplish either of those things.
Duke64 Galactic Alliance, on 14 November 2014 - 07:44 PM, said:
There's an emergency fix that needs to be made in the Land of Forgotten toys map in Nuclear Winter. Those bars at the end of the level that I added for Dukematch are showing in Single Player. For some reason, shading them to the max caused them to do that, but it's fixed now. I didn't even realize nor expect that. A few people posted about it on the Steam forums. That needs to get in ASAP along with my other recent fixes.
This post has been edited by NUKEMDAVE: 15 November 2014 - 11:22 PM
I'm only human. I did test it beforehand in Dukematch to make sure it was there. I just wasn't expecting it to show in Single Player due to it being shaded too dark. People make mistakes and I hate that it's in there just as much. I sent Termit a message here and left him one on Steam that he'll hopefully see. He's hard to catch online most of the time.
The next update should definitely wipe out the remaining problems... whenever it happens. It was only that map that I had to put those Dukematch bars in and I know for a fact that the regular switch/keycard switch blockers that I came up with are working fine. I tested those both in Single Player and in Dukematch with a friend. There can't be anything else wrong after this. The only thing(s) that could show up beyond this point is stuff like what was found in that Caribbean Dukematch map, which really isn't important. That's just luxury improvements.
On another note, I just got done testing the Coop spawns in The Wavemistress:
We couldn't round up a full 8 people, but we had 7. One got kicked out. 5 of them confirmed working. If anyone else can get enough people together and make absolutely sure all of the Coop spawns in that map are spawning on top of the ship and not spawning on the next floor down or killing anyone, please do. I'm pretty sure they're all ok, but it needs to be checked.
Edit: I just got confirmation that the game will be updated soon. Now I can sleep at night.
This post has been edited by NUKEMDAVE: 19 November 2014 - 03:09 AM
Fox told me a while back about problems in the Critical Mass level in The Birth episode and I think I can remember what was done in the Xbox Live Arcade version. They just added switches for a ceiling door in the vent so players wouldn't get trapped in multiplayer, but I remember that allowed players to skip right to the end of the level in Coop. I think I came up with something better, but it wouldn't hurt if Fox or somebody else can take a look and make sure what I did is ok. And no, I didn't touch any textures or anything. All I did was add a Dukematch switch on the opposite side of the ceiling door in the vent (it already had one on one side), and I moved the touchplate that activates the first teleport door to the same sector that activates the falling ceiling right after the stairs. From what I was told from a friend, that's where the problem is. A player can die before going into the falling ceiling room and not activate the teleport door, which traps that player when he respawns and any other players if they're at the beginning of the map.
I tried it out and it seems perfectly fine now. Mr. Nukem Roses and I tried it just now in both Dukematch and Coop. We were able to move throughout the whole level just fine in Dukematch and it's no longer possible to get stuck in Coop, to my knowledge. And you can't backtrack and use that teleport in Single Player due to me moving the touchplate, unless you use steroids and make it through the door at the bottom of the stairs before it closes.
This post has been edited by NUKEMDAVE: 19 November 2014 - 03:36 AM
Something minor that I found and fixed. Rockets were traveling through these windows in Land of Forgotten Toys:
I turned hitscan on to stop it. Not important, but maybe it can make it in before the update. I might as well knock as much of this stuff out while I'm at it.
Fox told me a while back about problems in the Critical Mass level in The Birth episode and I think I can remember what was done in the Xbox Live Arcade version. They just added switches for a ceiling door in the vent so players wouldn't get trapped in multiplayer, but I remember that allowed players to skip right to the end of the level in Coop. I think I came up with something better, but it wouldn't hurt if Fox or somebody else can take a look and make sure what I did is ok. And no, I didn't touch any textures or anything. All I did was add a Dukematch switch on the opposite side of the ceiling door in the vent (it already had one on one side), and I moved the touchplate that activates the first teleport door to the same sector that activates the falling ceiling right after the stairs. From what I was told from a friend, that's where the problem is. A player can die before going into the falling ceiling room and not activate the teleport door, which traps that player when he respawns and any other players if they're at the beginning of the map.
(...)
I tried it out and it seems perfectly fine now. Mr. Nukem Roses and I tried it just now in both Dukematch and Coop. We were able to move throughout the whole level just fine in Dukematch and it's no longer possible to get stuck in Coop, to my knowledge. And you can't backtrack and use that teleport in Single Player due to me moving the touchplate, unless you use steroids and make it through the door at the bottom of the stairs before it closes.
All you need to do is move sprite 12 (TOUCHPLATE) from sector 7 to 31.
The problem is that the TOUCHPLATES on sector 31 block the passage behind you, but only when you enter sector 7 the teleport opens. So if you die in beetween these two, it's impossible to finish the level.
All you need to do is move sprite 12 (TOUCHPLATE) from sector 7 to 31.
The problem is that the TOUCHPLATES on sector 31 block the passage behind you, but only when you enter sector 7 the teleport opens. So if you die in beetween these two, it's impossible to finish the level.
That's what I did, wasn't it? Just wondering because it's giving me different sector numbers on my end. It's telling me that where sprite 12 used to be is sector 21 and the one I moved it to is sector 46. I'm pressing F7 to check the sector numbers. But from what you're saying, I'm pretty sure that's exactly what I did. Sprite 12 is now in the sector in front of the door at the top of the stairs (the same sector that sets off the whole collapse of everything). I just wanted to be sure that I solved it the best way I could. From what I remember, I remember being able to go through the vent in the Xbox Live Arcade version and skipping most of the level, so this is a better fix than what they did there.
Here are a couple of problems Duke64 Galactic Alliance pointed out to me. I'm not sure whether or not Termit will want to add these fixes, but I did them anyway for the heck of it:
I just moved the sector effector sprites in the doors a bit and it solved it. The doors are still going to swing the opposite direction if you get on top of them, but at least they're not breaking the map and killing the player now. Download links are in the first post of the thread.
This post has been edited by NUKEMDAVE: 20 November 2014 - 02:15 PM
Mr. Nukem Roses and I played a couple of maps in Nuclear Winter since there doesn't seem to be any other videos on YouTube of people Dukematching in them:
If you notice in the Christmas Village video at 0:13, the yellow keycard door opened on its own. To quote myself from the first post of the thread:
Quote
E2L6.map - SEMI-IMPORTANT A bad decision made by the original map creator was corrected. I removed a touchplate that was opening the yellow keycard door. This was making it possible to open that door without actually having to use the keycard in both Single Player and Coop. The purpose for the map creator adding that touchplate was to make it possible for the Dukematch player who spawns behind that yellow keycard door to escape that room when the second spawned player walked over the touchplate (assuming the second spawned player wouldn't jump over that sector), but there's no need for it now. I added a switch on that side of the door a while back.
The touchplate was on the stairs before entering the bedroom where you find the yellow keycard. Before, if you walked over that sector going in, got the keycard, and walked back out without walking over it again, the yellow keycard door would already be open. So, it really wasn't the best solution they could've come up with. Just putting a switch on the opposite side of the yellow keycard door was the right way to go. It's fixed now, though.