New Add-on for SW "Click here to discuss, join or see progress of the SWC Add-on."
#151 Posted 05 October 2014 - 08:35 AM
This post has been edited by Robman: 05 October 2014 - 08:36 AM
#152 Posted 30 October 2014 - 06:06 PM
This post has been edited by Robman: 30 October 2014 - 06:13 PM
#153 Posted 30 October 2014 - 06:39 PM
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.
#154 Posted 30 October 2014 - 06:47 PM
#155 Posted 30 October 2014 - 06:47 PM
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
#156 Posted 30 October 2014 - 06:50 PM
#157 Posted 02 November 2014 - 09:30 AM
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
#158 Posted 17 November 2014 - 09:25 PM
This post has been edited by Duke64Nukem: 17 November 2014 - 09:29 PM
#159 Posted 17 November 2014 - 09:33 PM
#160 Posted 18 November 2014 - 12:33 AM
#161 Posted 29 November 2014 - 11:34 PM
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
#162 Posted 12 December 2014 - 08:28 PM
#163 Posted 12 December 2014 - 09:23 PM
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
#164 Posted 16 December 2014 - 07:35 PM
This post has been edited by Robman: 16 December 2014 - 08:46 PM
#165 Posted 16 December 2014 - 08:01 PM
#166 Posted 16 December 2014 - 08:45 PM
Micky C, on 16 December 2014 - 08:01 PM, said:
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
#167 Posted 16 December 2014 - 10:30 PM
#168 Posted 17 December 2014 - 03:27 PM
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
#169 Posted 17 December 2014 - 05:56 PM
This post has been edited by Duke64: 17 December 2014 - 06:01 PM
#170 Posted 17 December 2014 - 06:03 PM
#172 Posted 24 December 2014 - 05:32 PM
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
#174 Posted 24 December 2014 - 05:57 PM
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
#175 Posted 24 December 2014 - 06:11 PM
#176 Posted 24 December 2014 - 06:15 PM
Micky C, on 24 December 2014 - 06:11 PM, said:
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.
#177 Posted 26 December 2014 - 09:39 PM
1032 sectors, 8725 walls, 2918 sprites, 439 kb
The title of largest Sw map belongs to SwWorld
All 4 skill levels implemented.
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
#179 Posted 26 December 2014 - 11:34 PM
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