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New Add-on for SW  "Click here to discuss, join or see progress of the SWC Add-on."

User is offline   Robman 

  • Asswhipe [sic]

#151

I got the map here quite sometime ago, no mention of noodles.

This post has been edited by Robman: 05 October 2014 - 08:36 AM

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User is offline   Robman 

  • Asswhipe [sic]

#152

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This post has been edited by Robman: 30 October 2014 - 06:13 PM

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#153

Some of this stuff is really neat.

I'd like to apologize for the fact that I never produced anything, I just couldn't get into the swing of things with it.
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User is offline   Hendricks266 

  • Weaponized Autism

  #154

Still making maps in Polymost, I see. You are really going to want to map using 8-bit classic, or the shading will be all wrong in Redux and VoidSW.
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User is offline   Robman 

  • Asswhipe [sic]

#155

This is just the map I'm working on, haven't seen anything else from anyone yet :/

As for the shading, it doesn't affect sw dos though..I'm fairly sure.
I'm mapping with the same programs and settings I've used for years, haven't noticed anything when switching to sw dos.

Just checked, I've been mapping in 8-bit mode all along, so that's good.

This post has been edited by Robman: 21 November 2014 - 05:31 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #156

Mapping in 8-bit will look right in everything, including DOS, except for SWP's Polymost. Conversely, mapping in SWP's Polymost will look wrong in everything else.
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User is offline   Robman 

  • Asswhipe [sic]

#157

There's still lots of time to get in on making a map for this, all along though remained a plan B of making it just a solo effort on my part which is looking like it may end up being the case.

It's only been 4 months and I myself have slowed in map making progress thanks to life getting busier, but serious though, nobody wants to dive into some Swbuild and make just one map? :)
It's not everyday SW gets a new add-on.


I nominate Charlie W. to slap together a new map and go down swbuild memory lane, eh! eh! .. :)
I know, wishful thinking.

This post has been edited by Robman: 02 November 2014 - 09:34 AM

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User is offline   Sixty Four 

  • Turok Nukem

#158

Really wish some ppl would get on this I respect you trying get this thing going. I would play the f out of a cbp on SW! I just don't have the time to learn the mechanics all I know is sector effect Duke 3D style. I really need to find time to do what Methy told me to do earlier. I don't wish to see you take this on alone, although I think if you did it would still be bad ass cuz you are Mr.Shadow Warrior. Shadow Warrior game upset they did not include mp you see this is a game that wasn't played as much as Duke but also a game where if it had mp it would gain fans. I am even making a 2nd map in Duke from SW not going to tell which a surprise :). Also would like to know who made this map for shadow warrior because it was ported to 3D and it's one of my top favorites now.


This post has been edited by Duke64Nukem: 17 November 2014 - 09:29 PM

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User is offline   JoJo the Idiot Circus Boy 

  • Steven Shitlord

#159

Really Nice Video Duke64 that is a great map I think I need to get Shadow Warrior when I get the money Missing the fun
1

User is offline   Robman 

  • Asswhipe [sic]

#160

I'm not sure who made it, but it's a conversion or remake of "House of Wang" from Sw.
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User is offline   Robman 

  • Asswhipe [sic]

#161

Quake 2 voice* ---- Status Update :woot:

So, not many mappers stepped up so the plan is this.

Going to create some new maps(wip), incorporate previous maps I've made with additional work.

Contacted DanM and will be incorporating a few of his best sw maps and a few other choice quality sw user maps( with asking)

All maps will be touched up for quality sake ( texture alignment and so-forth )

Some maps will have alternate secret end buttons leading to bonus maps.

Story line and skill levels will be added.

There will be some deathmatch only maps added yet will contain some monsters to slay.

Add in the spice of a little added art and sounds and this will be the newest add-on for Sw :)

Still time for anyone to get in on making a map for it however.

This post has been edited by Robman: 29 November 2014 - 11:43 PM

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User is offline   Sixty Four 

  • Turok Nukem

#162

I bet either turok maps would be great converted to SW especially because it supports more outdoor like textures some of the levels were forest based with trees I am so busy lately but I think be cool to convert a map I made on Duke to SW. Maybe others could convert there Duke maps I would enjoy some progress on this with your help people may beable to do that I think that would be interesting. But me I am a noob on that build only thing i could do is textures no idea how doors work or anything I know the s sprite all I know I could learn but time is tight
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User is offline   Robman 

  • Asswhipe [sic]

#163

Sounds great to me, I think you`d find the effects in sw have far more flexibility and possibilities as opposed to duke and once you got the hang of how the effects work you would very much enjoy it :)

With Sw you basically have 1 sprite that is your main sector effector, the ST1 sprite and how you tag the sprite will be the effect.

for instance a sect_vator (door or elevator) st1 sprite is tagged like this :

Hitag 92: SECT_VATOR
TAG2 = match
TAG3 = Type
0 = Manual/Switch/Trigger - Primarily used for a
basic manually operated door. If a manual type
has a match tag that is not 0 then ALL vators
with the same match type will be operated on.
Manual operation - works from either within the
sector or alongside of the sector.
Switch operation - switch resets when the vator
goes to default position.
Trigger operation - same as switch but it's a
floor trigger.
1 = Switch/Trigger Only - Cannot be operated manually
ALL vator types with the same matching tag get
operated on
2 = Automatic - Starts Active
3 = Automatic - Starts Inactive - must be turned on
with a switch or trigger
TAG4 = Speed
TAG5 = Acceleration at which door approaches TAG4
TAG6 = Match at destination - when a vator reaches its
destination it will trigger any event with this
match tag
TAG9 = Auto return time - 1/8th of a second resolution - if
non 0 then the vator will return to default position
after alloted time - if 0 then it will stay in the on
position until operated again
BOOL1= 0: Start in the off position
1: Start in the on position
BOOL2= 0: Toggle
1: Operate once only
BOOL3= 0: Crush player
1: Don't crush player
BOOL4 = 0: Operate in WangBang games
1: Not allowed to operate in WangBang games
BOOL5 = 0: Don't call TAG6 match when moving to OFF position
1: Call TAG6 match when moving to the ON or OFF
position
BOOL6 = 0: Wait until motion is complete before it can be
operated again
1: Can be operated again while sector is in motion
BOOL7 = 0: Actors are allowed to operate this vator
1: Actors can't operate this vator
BOOL11= 1: Displays "Single play only" message when
operated in WangBang. Use with BOOL4.

Elevators, stompers, doors, lifts and other tricks are collectively called
"vators." The "off" position is the position of the sector in BUILD, the "on"
position is the height of the ST1 sprite. Flip the ST1 sprite upside down
(by pressing "F" twice on it) to do a ceiling vator like a door or stomper.
Any vator can be locked by placing a SECT_LOCK_DOOR (hitag 29) in the same
sector. Two SECT_VATOR sprites can be placed in a sector to operate the
ceiling and floor separately.
EXAMPLES: DB in EXAMPLE.MAP
SEE ALSO: SECT_ROTATOR (hitag 143), SECT_SLIDOR (hitag 145),
SECT_SPIKE (hitag 106)

the colon key + a number will let you input the boolean flags which are 1 or 0.
the quotation key + a number will let you input tags 1-9.

press f on the sprite twice to flip it upsidedown and make the door close from the ceiling to the floor instead of floor to ceiling.

To find out how to tag more effects, open up the spritags.txt and have a look.
Open up some maps to look at how some things are done.
It is complicated yet powerful.

Maybe I ll make a short video sometime on how to make some simple effects.

This post has been edited by Robman: 12 December 2014 - 09:42 PM

1

User is offline   Robman 

  • Asswhipe [sic]

#164

Video post didn't work out.. will be fixed soon.

This post has been edited by Robman: 16 December 2014 - 08:46 PM

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User is offline   Micky C 

  • Honored Donor

#165

Says I don't have permission to view the album. There's a request access button but I imagine you want it to be fully public.
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User is offline   Robman 

  • Asswhipe [sic]

#166

View PostMicky C, on 16 December 2014 - 08:01 PM, said:

Says I don't have permission to view the album. There's a request access button but I imagine you want it to be fully public.


ok, I figured it might screw up. Trying to link to a video on my "google" account thing. I'll try again later.

This post has been edited by Robman: 16 December 2014 - 08:46 PM

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User is offline   Micky C 

  • Honored Donor

#167

What's wrong with youtube? If you've got a google account you've basically already got a youtube account anyway.
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User is offline   Robman 

  • Asswhipe [sic]

#168

Tutorial videos, from just getting started to : Doom style doors, Ladders, Underwater area, Ambient sound fx, Mirrors,
Moving sector (bounding box), Enemies, End button, Teleports + more.

Was originally 1 video 41min long split into 3.

Sw map editor tutorial #1 of 3
#2 of 3
#3 of 3

This post has been edited by Robman: 04 February 2015 - 07:55 PM

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User is offline   Sixty Four 

  • Turok Nukem

#169

Very nice already learned somethings and only got to video 2, thanks man. I do look forward to trying this out I just need the time, and this time of year is crazy :) But I mean at the least here I would like to add one map into this cbp if I can. I still can't be 100% but you have given me some motivation here with the tutorial videos

This post has been edited by Duke64: 17 December 2014 - 06:01 PM

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User is offline   Robman 

  • Asswhipe [sic]

#170

Right on :) .. I wondered how it would be received and if it would be effective or not. If needed, I could make some more walkthroughs if anyone has more questions about how to make other effects. Sometimes I get alittle scatterbrained during the videos but that's what you get for having a few beers/lefty and playing with the editor :P
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User is offline   Daedolon 

  • Ancient Blood God

#171

Looking for a numpad for a laptop so I can work on my map.
2

User is offline   Robman 

  • Asswhipe [sic]

#172

Merry Christmas everyone!

Posted Image

btw: SwWorld.map has been largely revamped and is now the largest sw map with the original build boundaries breached, sectors, walls, sprites.
To be finished up soon w/ tonnes of effects added.

10kb away from bumping Jonathan Wu's Nitemare map from the map size (kb) top slot at 430kb.

This post has been edited by Robman: 24 December 2014 - 05:35 PM

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User is offline   Micky C 

  • Honored Donor

#173

Several Duke maps are larger than a megabyte though?
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User is offline   Robman 

  • Asswhipe [sic]

#174

I
said
Shadow Warrior.

:)

All 4 skill levels are implemented also... skill #4 is quite difficult.
No copy/paste madness or cramming maps together .. just a big map.

This post has been edited by Robman: 24 December 2014 - 06:04 PM

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User is offline   Micky C 

  • Honored Donor

#175

What accounts for the difference though? Do Shadow Warrior mappers just care less about details or did SW mapping in general just not evolve to the stage around 2011/12 when mappers went crazy with detail levels in Duke?
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User is offline   Robman 

  • Asswhipe [sic]

#176

View PostMicky C, on 24 December 2014 - 06:11 PM, said:

What accounts for the difference though? Do Shadow Warrior mappers just care less about details or did SW mapping in general just not evolve to the stage around 2011/12 when mappers went crazy with detail levels in Duke?


Sw mapping has been dormant for many years it's "hayday" was '97-99. Was also largely small to midsized maps with only a handful of bigger ones.

DanM made a few maps around 2005 and many of them reached the original build limit, didn't break the 400kb size though.

I've dabbled with sw build through most of those years but picked up the pace a bit in 2010.
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User is offline   Robman 

  • Asswhipe [sic]

#177

Slapped a heap -o- lipstick on this pig.
1032 sectors, 8725 walls, 2918 sprites, 439 kb
The title of largest Sw map belongs to SwWorld :)
All 4 skill levels implemented.


Posted Image
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Seem to be running into glitches the larger the map gets so it's time to wrap it up, tonnes of effects added over the original and very much worth a re-try.
Took Methy's advice and expanded upon the original and here it is. My guess is it only works with the openGL ports now, jfsw, SWP and Redux.

SwWorld 2014 Download

Website Link here.

This post has been edited by Robman: 07 January 2015 - 12:35 AM

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User is offline   Sixty Four 

  • Turok Nukem

#178

Know i will have fun with this one downloaded thanks
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User is offline   Robman 

  • Asswhipe [sic]

#179

Let me know if it crashes on you, doesn't seem to crash at all using Redux, but I rarely use Redux.

The optimum way to play it is on skill level #3 voxel sprites on and stuff, careful it's a difficult map.. skill 4 is even harder and disables cheats :S

Might make a video of the map unless you beat me to it :)

I made a few tweaks to it the other night, added rail gun which I forgot I had taken out.

This post has been edited by Robman: 28 December 2014 - 01:35 AM

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User is offline   Robman 

  • Asswhipe [sic]

#180

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