Duke4.net Forums: [RELEASE] EDuke32 Addon Compilation - Duke4.net Forums

Jump to content

  • 69 Pages +
  • 1
  • 2
  • 3
  • 4
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

[RELEASE] EDuke32 Addon Compilation  "Version 3.13 released on December 6, 2016!"

User is offline   Corvin 

  • King of the Lamers

#31

What about the duke spain compilation?

http://www.dukespana...opic.php?t=1610

They got about 1 gig of add-ons where they fixed the con files and other problems to get old mods to work.

Last I heard they where working on more too.

This post has been edited by Corvin: 06 October 2014 - 03:56 PM

0

User is offline   NightFright 

  • The Truth is in here

#32

I think I'll rather stick to the stuff I got here already. Too much time went into it to start from scratch again or to sync it with a project of that scale. Nice to see however that other people seem to have too much free time as well. :)

What is currently still pending:
- American Assault: Widescreen version of Super Devastator (really need a solution because it looks too ugly with gaps at the edges)
- Glavic Pack/Roch Series: Inventory reset when entering a new map (hopefully via CON code - if anyone can tell me how to do it, please do!)
- Nuclear Showdown: CON code fixing to restore EDuke32 functionality, minor realignment of 2 digital numbers (HUD)
- Steve Long Episodes: Release permission from author (if I don't get it, reverting all the changes would take really "LONG" - if it's even possible)

Any other issues can probably be ignored for the time being.

This post has been edited by NightFright: 07 October 2014 - 03:40 AM

0

User is offline   Anvil 

#33

I recommend adding Battlefield 3 and BobSP series to the compilation.

This post has been edited by Anvil: 09 October 2014 - 12:21 PM

0

User is offline   NightFright 

  • The Truth is in here

#34

Very well, I can include those as well. However, the BobSP series will probably also require at least an optional inventory/weapon reset on level start. Again, if anybody can provide me with a CON-based solution for this, please tell me.
0

User is offline   Anvil 

#35

CON code for inventory/weapon reset on level start:

View PostHendricks266, on 17 June 2013 - 11:15 PM, said:

gamevar temp 0 0

onevent EVENT_ENTERLEVEL
getplayer[THISACTOR].i temp
setactor[temp].extra MAXPLAYERHEALTH
setplayer[THISACTOR].shield_amount 0
setplayer[THISACTOR].gotweapon PISTOL_WEAPON 1
setplayer[THISACTOR].gotweapon SHOTGUN_WEAPON 0
setplayer[THISACTOR].gotweapon CHAINGUN_WEAPON 0
setplayer[THISACTOR].gotweapon RPG_WEAPON 0
setplayer[THISACTOR].gotweapon HANDBOMB_WEAPON 0
setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
setplayer[THISACTOR].gotweapon DEVISTATOR_WEAPON 0
setplayer[THISACTOR].gotweapon TRIPBOMB_WEAPON 0
setplayer[THISACTOR].gotweapon FREEZE_WEAPON 0
setplayer[THISACTOR].gotweapon GROW_WEAPON 0
setplayer[THISACTOR].ammo_amount PISTOL_WEAPON 48
setplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON 0
setplayer[THISACTOR].ammo_amount CHAINGUN_WEAPON 0
setplayer[THISACTOR].ammo_amount RPG_WEAPON 0
setplayer[THISACTOR].ammo_amount HANDBOMB_WEAPON 0
setplayer[THISACTOR].ammo_amount SHRINKER_WEAPON 0
setplayer[THISACTOR].ammo_amount DEVISTATOR_WEAPON 0
setplayer[THISACTOR].ammo_amount TRIPBOMB_WEAPON 0
setplayer[THISACTOR].ammo_amount FREEZE_WEAPON 0
setplayer[THISACTOR].ammo_amount GROW_WEAPON 0
setplayer[THISACTOR].boot_amount 0
setplayer[THISACTOR].firstaid_amount 0
setplayer[THISACTOR].heat_amount 0
setplayer[THISACTOR].holoduke_amount 0
setplayer[THISACTOR].jetpack_amount 0
setplayer[THISACTOR].scuba_amount 0
setplayer[THISACTOR].steroids_amount 0
endevent



View PostFox, on 07 August 2014 - 07:31 AM, said:

I would recommend to use EVENT_RESETPLAYER instead since it's syncronized.


Btw:
* BobSP3 is a boss level.
* If I'm not mistaken, BobSPX has 3 versions:
1.regular version (boss)
2.CON version (boss+nukebutton)
3.no boss version
0

User is offline   NightFright 

  • The Truth is in here

#36

Sophisticated. Thanks a lot! I think Hendricks even mentioned earlier that you could even make it like offering it as two episodes, with one playing like a real episode that keeps your inventory across levels and another which doesn't.

And one code line was missing to reset selected drawn player weapon to pistol (otherwise, any weapon you had selected from previous level would still be raised, but with 0 ammo):
setplayer[THISACTOR].curr_weapon PISTOL_WEAPON


In general, I guess the only pack that definitely needs this inventory reset is the Glavic pack since it's a collection of maps which have nothing to do with each other. Roch and BobSP are rather optional since the levels kinda belong together.

Is there a CON-based (or actually any) solution for just loading the next map after beating a boss instead of ending the episode? Otherwise, I may need to separate BOBSP1-3 from BOBSP4 and BOBSPX.

This post has been edited by NightFright: 10 October 2014 - 08:06 AM

0

User is offline   NNC 

#37

If the PC version of TM somehow gets released, will you change the "Plug n Pray remix" with it, or they both will be in the pack? I'm not sure if that's a good thing, while I respect the job ozelot did, it's not the real thing, just a hack only.

Also, the JJ Duke 3D TC has a bug in map 4 of episode 2. The level sometimes crashes, and the boss2 in the main street often disappears. Also episode 3 used SW city ambience sounds too often, it felt glitchy in places.

LRWB has a bug in the level called Alienation (IIRC E2L8). One particular place with the escalator like conveyor belt cause HOM effect.

Lost Highway has one nasty bug in level 3 (the gas station like level). At the end, there was a problem with submergible water sectors, which I reported earlier in this forum: http://forums.duke4....400#entry146400 (I'm still not sure, if it's fixed)... the episode also had glitchy skies in two levels (level 2 and the boss level).

In the Red series, Merlijn reported an update for Red 2. Not for the entire layout, but for expanding the level to be as good looking as the other maps. There was one particular area in Red 3, which used the Abyss music (church), but that one had been replaced in Red 5 to war sounds. You said, you fixed some custom sound issues, was this issue involved?
0

User is offline   NightFright 

  • The Truth is in here

#38

Plug n Pray:
I will not put any recent high quality TCs like "Duke Forever 1.0", "Duke 64" or the upcoming "Total Meltdown" into this compilation, mostly due to respecting the standalone value of these addons. They don't deserve to be in a massive pack like this. ozelot's remake is the only version that will be in this pack ever. Nobody is forced to play it once the proper TC has been released, and in case it is available before I finish this compilation, I might as well just remove it.

JJ Duke 3D:
I didn't have any problem with the map you mentioned. With very few exceptions, I would only touch maps if playability or visual appearance is heavily affected. In general, I believe JJD3D has been fixed by me as much as it was possible. However, I may take another look once I am done with everything else.

LR&WB:
E2L8 was suffering from heavy map corruption (> 64 errors) which I was able to completely remove during my review of all the maps within this pack. The level renders properly now.

Lost Highway:
The underwater bug in level 3 has been fixed by changing the underwater teleporter to one-way (a v1.4/1.5 only feature). It works fine now, you just can't dive back down once you have reached the other area. Skies seemed fine to me last time I checked, but I can take a second look later.

Red Series:
The enhanced version of Red2 isn't available yet - please correct me if I am mistaken. In case it gets released at any time, I would certainly update the pack, anyway.
As for the sound conflict between Red3 and Red5, I have fixed that just recently by renaming (and separately defining) the sound in Red5, eliminating the conflict. This specific edit has been authorized by Merlijn and is probably not available in any other compilation out there at the moment.

This post has been edited by NightFright: 10 October 2014 - 02:28 PM

1

User is offline   NNC 

#39

Well, thanks for the info.

As for JJDuke, I swear I had corruption within E2L4 during the old JonoF days, but now the map worked 2 times in a row with the recent EDuke. Strange...

Btw. the only proper episode is the 3rd one in this TC, both the 1st and the 2nd episodes look weird and ugly at times. E2L3, the last space map in particular, looks very ugly and unfinished, with lots of misaligned textures and even a one way forcefield.

However I don't know what you mean "respecting the standalone value of these addons"... I mean come on. This massive pack shouldn't be labeled as a pack of low quality stuff. LRWB for instance is really an awesome mod on its own. But it's your project, and your decision, just a weird explanation you had here. Not including TM or DN64 should be reasoned with them being non commercial ports of retail releases, But even in that case I think DN3d Forever should be packed in here with the authorisation of Gambini and Mikko.
0

User is offline   NNC 

#40

And talking about Mikko, was his Duke Tournament episode added? I think it was just as good as the MSSP one.
0

User is offline   NightFright 

  • The Truth is in here

#41

I already did NOT get permission for Duke Forever 1.0, and I totally respect this decision. They want it to be packaged and exclusively released with their custom build of EDuke32, something I cannot do with this compilation. The other mods are basically recreations of complete games. If they should be compiled, then in a separate pack that only deals with such kind of total conversions. As it stands now, this project here is nearing completion and already exceeding what I had initially intended for it by far.

*EDIT OCT 11*
Found a solution for BobSP series. BOBSP1-3 will be an episode while BOBSP4 and BOBSPX will be included as two separate one-level episodes. While playing the latter two, I got the impression those are supposed to be played with pistol start (BOBSPX would make you start without weapons anyway) and shouldn't be connected to the first three maps at all, so this seems to be the way to do it. And no fancy CON coding will be required. Oh, and I'll use the BOBSPX variation which features the helicopter escape at the end, not the Queen fight (the sequence is hard enough already as it is, I believe).

This post has been edited by NightFright: 11 October 2014 - 11:50 AM

0

User is offline   Anvil 

#42

Another worth adding packs are Community Maps and Billy Boy's Maps (not sure adding the latter is possible due to custom CON files though)

This post has been edited by Anvil: 13 October 2014 - 12:12 AM

0

User is offline   NightFright 

  • The Truth is in here

#43

At least Billy Boy's maps make high usage of custom sounds and .art files. These overlap too often, so a bundled release is technically impossible. Maybe 4 or 5 of those maps could be grouped together, but not all of them.

What seems possible is to group all community project maps (CBP1-8) and use the CON file above for inventory/weapon resets on map change (plus some code that prevents the episode from ending early when fighting bosses in CBP4 and/or CBP6). It's done already and will be part of the release.

This post has been edited by NightFright: 16 October 2014 - 11:58 PM

0

User is offline   Anvil 

#44

Just found another problem with the CON code above: health isn't reset on level start.
Without this being fixed, some maps might get too hard.
0

User is offline   NightFright 

  • The Truth is in here

#45

Code works fine for me. The MAXPLAYERHEALTH line should take care of that. I will check again for it tonight, but I haven't had any problem with it.

*EDIT*
OK, you are right. Everything works except for health reset.

This post has been edited by NightFright: 23 October 2014 - 07:32 AM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #46

View PostAnvil, on 23 October 2014 - 06:18 AM, said:

Just found another problem with the CON code above: health isn't reset on level start.
Without this being fixed, some maps might get too hard.

It looks like it doesn't work at all, because EVENT_ENTERLEVEL is called without an active player for THISACTOR.

Try this:

onevent EVENT_SPAWN
    ifactor APLAYER
    {
        setplayer[THISACTOR].last_extra MAXPLAYERHEALTH
        setplayer[THISACTOR].shield_amount 0
        setplayer[THISACTOR].gotweapon PISTOL_WEAPON 1
        setplayer[THISACTOR].gotweapon SHOTGUN_WEAPON 0
        setplayer[THISACTOR].gotweapon CHAINGUN_WEAPON 0
        setplayer[THISACTOR].gotweapon RPG_WEAPON 0
        setplayer[THISACTOR].gotweapon HANDBOMB_WEAPON 0
        setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
        setplayer[THISACTOR].gotweapon DEVISTATOR_WEAPON 0
        setplayer[THISACTOR].gotweapon TRIPBOMB_WEAPON 0
        setplayer[THISACTOR].gotweapon FREEZE_WEAPON 0
        setplayer[THISACTOR].gotweapon GROW_WEAPON 0
        setplayer[THISACTOR].ammo_amount PISTOL_WEAPON 48
        setplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON 0
        setplayer[THISACTOR].ammo_amount CHAINGUN_WEAPON 0
        setplayer[THISACTOR].ammo_amount RPG_WEAPON 0
        setplayer[THISACTOR].ammo_amount HANDBOMB_WEAPON 0
        setplayer[THISACTOR].ammo_amount SHRINKER_WEAPON 0
        setplayer[THISACTOR].ammo_amount DEVISTATOR_WEAPON 0
        setplayer[THISACTOR].ammo_amount TRIPBOMB_WEAPON 0
        setplayer[THISACTOR].ammo_amount FREEZE_WEAPON 0
        setplayer[THISACTOR].ammo_amount GROW_WEAPON 0
        setplayer[THISACTOR].boot_amount 0
        setplayer[THISACTOR].firstaid_amount 0
        setplayer[THISACTOR].heat_amount 0
        setplayer[THISACTOR].holoduke_amount 0
        setplayer[THISACTOR].jetpack_amount 0
        setplayer[THISACTOR].scuba_amount 0
        setplayer[THISACTOR].steroids_amount 0
    }
endevent

0

User is offline   NightFright 

  • The Truth is in here

#47

For me, that code doesn't do anything at all. Previous one at least did everything besides resetting health properly.

This code here seems to work fully:
onevent EVENT_RESETPLAYER
   setplayer[THISACTOR].boot_amount 0
   setplayer[THISACTOR].firstaid_amount 0
   setplayer[THISACTOR].heat_amount 0
   setplayer[THISACTOR].holoduke_amount 0
   setplayer[THISACTOR].jetpack_amount 0
   setplayer[THISACTOR].scuba_amount 0
   setplayer[THISACTOR].steroids_amount 0
   setplayer[THISACTOR].shield_amount 0
   setplayer[THISACTOR].last_extra MAXPLAYERHEALTH
   setplayer[THISACTOR].gotweapon PISTOL_WEAPON 1
   setplayer[THISACTOR].gotweapon SHOTGUN_WEAPON 0
   setplayer[THISACTOR].gotweapon CHAINGUN_WEAPON 0
   setplayer[THISACTOR].gotweapon RPG_WEAPON 0
   setplayer[THISACTOR].gotweapon HANDBOMB_WEAPON 0
   setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
   setplayer[THISACTOR].gotweapon DEVISTATOR_WEAPON 0
   setplayer[THISACTOR].gotweapon TRIPBOMB_WEAPON 0
   setplayer[THISACTOR].gotweapon FREEZE_WEAPON 0
   setplayer[THISACTOR].gotweapon GROW_WEAPON 0
   setplayer[THISACTOR].ammo_amount PISTOL_WEAPON 48
   setplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON 0
   setplayer[THISACTOR].ammo_amount CHAINGUN_WEAPON 0
   setplayer[THISACTOR].ammo_amount RPG_WEAPON 0
   setplayer[THISACTOR].ammo_amount HANDBOMB_WEAPON 0
   setplayer[THISACTOR].ammo_amount SHRINKER_WEAPON 0
   setplayer[THISACTOR].ammo_amount DEVISTATOR_WEAPON 0
   setplayer[THISACTOR].ammo_amount TRIPBOMB_WEAPON 0
   setplayer[THISACTOR].ammo_amount FREEZE_WEAPON 0
   setplayer[THISACTOR].ammo_amount GROW_WEAPON 0
   setplayer[THISACTOR].curr_weapon PISTOL_WEAPON
   setplayer[THISACTOR].inven_icon 0
endevent


Also takes care of:
- Pistol selected on level start
- Inventory icon removed on level start

This post has been edited by NightFright: 23 October 2014 - 08:02 AM

0

User is offline   Anvil 

#48

That's because you've used EVENT_RESETPLAYER instead of EVENT_ENTERLEVEL, as fox suggested.
As for Hendricks266's new code, health still isn't reset for me.

This post has been edited by Anvil: 23 October 2014 - 08:28 AM

0

User is offline   Anvil 

#49

View PostNightFright, on 23 October 2014 - 07:20 AM, said:

This code here seems to work fully:
onevent EVENT_RESETPLAYER
   setplayer[THISACTOR].boot_amount 0
   setplayer[THISACTOR].firstaid_amount 0
   setplayer[THISACTOR].heat_amount 0
   setplayer[THISACTOR].holoduke_amount 0
   setplayer[THISACTOR].jetpack_amount 0
   setplayer[THISACTOR].scuba_amount 0
   setplayer[THISACTOR].steroids_amount 0
   setplayer[THISACTOR].shield_amount 0
   setplayer[THISACTOR].last_extra MAXPLAYERHEALTH
   setplayer[THISACTOR].gotweapon PISTOL_WEAPON 1
   setplayer[THISACTOR].gotweapon SHOTGUN_WEAPON 0
   setplayer[THISACTOR].gotweapon CHAINGUN_WEAPON 0
   setplayer[THISACTOR].gotweapon RPG_WEAPON 0
   setplayer[THISACTOR].gotweapon HANDBOMB_WEAPON 0
   setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
   setplayer[THISACTOR].gotweapon DEVISTATOR_WEAPON 0
   setplayer[THISACTOR].gotweapon TRIPBOMB_WEAPON 0
   setplayer[THISACTOR].gotweapon FREEZE_WEAPON 0
   setplayer[THISACTOR].gotweapon GROW_WEAPON 0
   setplayer[THISACTOR].ammo_amount PISTOL_WEAPON 48
   setplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON 0
   setplayer[THISACTOR].ammo_amount CHAINGUN_WEAPON 0
   setplayer[THISACTOR].ammo_amount RPG_WEAPON 0
   setplayer[THISACTOR].ammo_amount HANDBOMB_WEAPON 0
   setplayer[THISACTOR].ammo_amount SHRINKER_WEAPON 0
   setplayer[THISACTOR].ammo_amount DEVISTATOR_WEAPON 0
   setplayer[THISACTOR].ammo_amount TRIPBOMB_WEAPON 0
   setplayer[THISACTOR].ammo_amount FREEZE_WEAPON 0
   setplayer[THISACTOR].ammo_amount GROW_WEAPON 0
   setplayer[THISACTOR].curr_weapon PISTOL_WEAPON
   setplayer[THISACTOR].inven_icon 0
endevent



The MAXPLAYERHEALTH line is the same as in hendricks266's new code - doesn't work for me.

View PostTrooper Dan, on 26 July 2014 - 08:37 AM, said:

I don't think that setting last_extra on the player will work. I'm pretty sure you need to set extra on the player sprite.

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#50

setactor[THISACTOR].extra MAXPLAYERHEALTH


This post has been edited by Fox: 23 October 2014 - 08:28 AM

0

User is offline   NightFright 

  • The Truth is in here

#51

View PostFox, on 23 October 2014 - 08:28 AM, said:

setactor[THISACTOR].extra MAXPLAYERHEALTH


If I put that, I get this:
cbp.con: In event `EVENT_RESETPLAYER':
cbp.con:15: error: symbol `extra' is not recognized.
cbp.con:15: error: expected a keyword but found `MAXPLAYERHEALTH'.

It works only with .last_extra - don't ask me why, I have no idea... xD
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#52

Setactor, not setplayer. The player health is part of the sprite structure, not player structure.

This post has been edited by Fox: 23 October 2014 - 11:13 AM

0

User is offline   Anvil 

#53

View PostFox, on 23 October 2014 - 08:28 AM, said:

setactor[THISACTOR].extra MAXPLAYERHEALTH



Just tried this code - doesn't work either.
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#54

Of course not, I realized now that you want to change the player health when you start a new map, not when the player is reset after death.

gamevar ACTORLOAD 0 2

onevent EVENT_GAME
  ifactor APLAYER
  ifvarn sprite[THISACTOR].owner -1
  ifvarvarl sprite[THISACTOR].yvel MULTIMODE
  ifvare ACTORLOAD 0
  {
    setactor[THISACTOR].extra MAXPLAYERHEALTH
    setplayer[THISACTOR].gotweapon PISTOL_WEAPON 1
    setplayer[THISACTOR].ammo_amount PISTOL_WEAPON 48
    setplayer[THISACTOR].gotweapon SHOTGUN_WEAPON 0
    setplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON 0
    setplayer[THISACTOR].gotweapon CHAINGUN_WEAPON 0
    setplayer[THISACTOR].ammo_amount CHAINGUN_WEAPON 0
    setplayer[THISACTOR].gotweapon RPG_WEAPON 0
    setplayer[THISACTOR].ammo_amount RPG_WEAPON 0
    setplayer[THISACTOR].gotweapon HANDBOMB_WEAPON 0
    setplayer[THISACTOR].ammo_amount HANDBOMB_WEAPON 0
    setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
    setplayer[THISACTOR].ammo_amount SHRINKER_WEAPON 0
    setplayer[THISACTOR].gotweapon DEVISTATOR_WEAPON 0
    setplayer[THISACTOR].ammo_amount DEVISTATOR_WEAPON 0
    setplayer[THISACTOR].gotweapon TRIPBOMB_WEAPON 0
    setplayer[THISACTOR].ammo_amount TRIPBOMB_WEAPON 0
    setplayer[THISACTOR].gotweapon FREEZE_WEAPON 0
    setplayer[THISACTOR].ammo_amount FREEZE_WEAPON 0
    setplayer[THISACTOR].gotweapon GROW_WEAPON 0
    setplayer[THISACTOR].ammo_amount GROW_WEAPON 0
    setplayer[THISACTOR].shield_amount 0
    setplayer[THISACTOR].firstaid_amount 0
    setplayer[THISACTOR].holoduke_amount 0
    setplayer[THISACTOR].jetpack_amount 0
    setplayer[THISACTOR].heat_amount 0
    setplayer[THISACTOR].scuba_amount 0
    setplayer[THISACTOR].boot_amount 0
    setplayer[THISACTOR].steroids_amount 0
    setplayer[THISACTOR].curr_weapon PISTOL_WEAPON
    setplayer[THISACTOR].subweapon 0
    setplayer[THISACTOR].inven_icon 0
    setvar ACTORLOAD 1
  }
endevent


This post has been edited by Fox: 23 October 2014 - 01:05 PM

1

User is offline   Anvil 

#55

You rock! Thanks for the code. :)
0

User is offline   NightFright 

  • The Truth is in here

#56

At long last, I hope I can wrap up the six addons in this pack (BobSP, CBP, Glavic, Red, Roch, Taivo) which require (or optionally offer) weapon/inventory resets with this code. Thanks a lot, Fox! ^^

This post has been edited by NightFright: 24 October 2014 - 07:06 AM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#57

The easiest way would be to include a file named EDUKE.CON (which is loaded before GAME.CON), so you don't have to do anything different for each mod.

Attached File(s)

  • Attached File  EDUKE.CON (1.79K)
    Number of downloads: 1054


This post has been edited by Fox: 24 October 2014 - 04:10 PM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#58

LR&WB: The code for the Octabrain with pal 21 is broken, resulting in it shooting a COOLEXPLOSION2 every tic:

state octashootenemystate
  ifcount 25
  {
    ifcount 27
      ai AIOCTAGETENEMY
  }
  else
   ifspritepal 21
     {
      ifcount 32
        shoot COOLEXPLOSION1
        shoot COOLEXPLOSION1
     }
   else
     {
      ifcount 24
        shoot COOLEXPLOSION1
     }
  else
    ifactioncount 6
      resetactioncount
ends


There are multiple logical errors in this code, and I am not sure what it was supposed to do. This is my suggestion for a replacement:

state octashootenemystate
  ifspritepal 21
  {
    ifcount 33
    {
      ifcount 35
        ai AIOCTAGETENEMY
    }
    else
      ifcount 32
        shoot COOLEXPLOSION1
    else
      ifcount 25
        nullop
    else
      ifcount 24
        shoot COOLEXPLOSION1
    else
      ifactioncount 6
        resetactioncount
  }
  else
  {
    ifcount 25
    {
      ifcount 27
        ai AIOCTAGETENEMY
    }
    else
      ifcount 24
        shoot COOLEXPLOSION1
    else
      ifactioncount 6
        resetactioncount
  }
ends

0

User is offline   NightFright 

  • The Truth is in here

#59

Strange, I didn't notice anything wrong about that Octabrain before. Nevertheless, I will put this into the code and see if anything changes.
0

User is offline   NightFright 

  • The Truth is in here

#60

Sorry for double-post, but since it's a status update, I guess moderators can forgive me. :)

I have been waiting for several months now, hoping that I would find a way to contact the elusive Steve Long about a permission for my changes applied to his maps. Unfortunately, I was not successful in doing so. Therefore, I have to go through the levels and revert as many of my edits as possible (stuff like adding signs, editing shapes of structures, changing lights etc). This will be quite painful and will take some time, but after I am done with it, the pack is pretty much ready for release. You can expect it still within this year if all works out as intended.

In the meantime, I have received many explicit permissions from original authors to include the packs the way they are now - e.g. Merlijn for the Red Series, the "Duke Hard" guys for their community addon or DeeperThought for "WGRealms 2" - just to name a few here. Thanks a lot to all of the authors for their kind cooperation during this project!

This post has been edited by NightFright: 16 December 2014 - 07:35 AM

0

Share this topic:


  • 69 Pages +
  • 1
  • 2
  • 3
  • 4
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options