EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#4771 Posted 12 July 2014 - 08:34 PM
Still, though, in the spirit of Duke modding there is already a way to do that. Just save the current volume and level to vars, save the map state, let the cheat do its thing and kick the game back to the original level (and load the map state) if they happened to choose something you didn't want them to warp to. I certainly don't think there needs to be specialized coding in EDuke32 for that one sadistic guy who wants to punish people who know about "DNSCOTTY" but not the "changelevel" console command.
#4772 Posted 13 July 2014 - 08:24 AM
#4773 Posted 16 July 2014 - 10:01 AM
#4774 Posted 16 July 2014 - 10:17 AM
I would recommend you to check for the sound ID in EVENT_SOUND:
onevent EVENT_SOUND switch RETURN case PRED_ROAM case PRED_ROAM2 case PRED_RECOG case PRED_PAIN case PRED_DYING ifactorsound THISACTOR PRED_ROAM setvar RETURN -1 ifactorsound THISACTOR PRED_ROAM2 setvar RETURN -1 ifactorsound THISACTOR PRED_RECOG setvar RETURN -1 ifactorsound THISACTOR PRED_PAIN setvar RETURN -1 ifactorsound THISACTOR PRED_DYING setvar RETURN -1 break endswitch endevent
#4775 Posted 16 July 2014 - 10:32 AM
This post has been edited by James: 16 July 2014 - 10:33 AM
#4776 Posted 18 July 2014 - 09:41 AM
#4777 Posted 18 July 2014 - 01:36 PM
James, on 16 July 2014 - 10:01 AM, said:
Why not just create an array in CON and store your flags there? Then you can use EVENT_SOUND and just use RETURN as the index into the array.
#4778 Posted 18 July 2014 - 01:52 PM
TerminX, on 18 July 2014 - 01:36 PM, said:
That's a pretty good idea actually, I'll do that. thanks!
#4779 Posted 18 July 2014 - 05:02 PM
#4780 Posted 19 July 2014 - 12:02 AM
#4781 Posted 19 July 2014 - 11:34 AM
TerminX, on 18 July 2014 - 01:36 PM, said:
I was considering posting that too, but it does not have much of an advantage over Fox's event. You still need to create a state that initializes the array, or you could use readarrayfromfile if you're feeling hexy and don't mind breaking 32 and 64-bit interoperability until that issue is fixed.
#4782 Posted 19 July 2014 - 12:53 PM
Quote
I use readarrayfromfile quite alot, although nothing terrible exotic - is there a problem with it or something? (I run a 32bit OS so I've never tried the 64-bit one)
#4783 Posted 19 July 2014 - 01:01 PM
#4784 Posted 19 July 2014 - 01:40 PM
#4785 Posted 19 July 2014 - 01:45 PM
#4786 Posted 19 July 2014 - 09:04 PM
#4788 Posted 19 July 2014 - 10:01 PM
Trooper Dan, on 19 July 2014 - 09:04 PM, said:
Ugh, if it was a bug, then it is a problem with the mod, which was unfortunate to be using that version. But I believe you could fix it by disabling the main menu tile with dynamicremap and drawing it manually with EVENT_GETMENUTILE.
Still on topic, could you make it possible to vertically offset the main menu (i.e. default value = 55 or so I think)? That would help a lot with the 64 and PSX mods.
This post has been edited by Fox: 19 July 2014 - 10:02 PM
#4789 Posted 19 July 2014 - 10:23 PM
Fox, on 19 July 2014 - 10:01 PM, said:
He used #2503 ("ATOMIC") because it's already drawn by the game, so why not? My menu rewrite consolidated all sprites and non-selectable text (such as Duke in the player setup) into one function that runs after the menu draws. My fix will be moving the calls to this function so that they take place before the menu text is drawn.
EDIT: My code appears to already be correct: extra stuff is drawn before menu text. Odd.
Fox, on 19 July 2014 - 10:01 PM, said:
I'm not going to add a sloppy hack like that. You smokin'? Wait for complete menu redefinition.
This post has been edited by Hendricks266: 19 July 2014 - 10:42 PM
#4790 Posted 20 July 2014 - 12:07 AM
Fox, on 19 July 2014 - 10:01 PM, said:
Yes, or I could move the tile to a different number by actually editing the art file and then draw it manually. But the problem is that the TC is out there, hosted on various sites, and in some cases I didn't even put it there. If I release a new version, it won't help all those copies out there. Also, I'm not even planning on updating the old WGR2: currently we are working on a new episode, but I don't want to take the old one down since there are many changes and some people might prefer the original code (even if I include all episodes in the next release)
Hendricks266, on 19 July 2014 - 10:23 PM, said:
EDIT: My code appears to already be correct: extra stuff is drawn before menu text. Odd.
This is what happens.
#4791 Posted 20 July 2014 - 12:35 AM
Hendricks266, on 19 July 2014 - 01:01 PM, said:
I should ask, is the bitness (supposed to be) used for anything other than optimizing Polymost and Polymer?
#4792 Posted 20 July 2014 - 12:42 AM
Trooper Dan, on 20 July 2014 - 12:07 AM, said:
That's the episode selection menu. #2503 isn't drawn by the exe at that time. Hmm.
Fox, on 20 July 2014 - 12:35 AM, said:
It allows the game more than 3 GB of system RAM.
#4793 Posted 20 July 2014 - 12:52 AM
===//===//===
So, what about finally breaking the vertical look limit? My idea would be to have a 11-bits thoriz ("true horizon") player structure and a camera variable that override the value of horiz in Polymost and Polymer. Of course this would only have practical use for custom mods.
This post has been edited by Fox: 20 July 2014 - 01:11 PM
#4794 Posted 20 July 2014 - 06:32 AM
Fox, on 20 July 2014 - 12:52 AM, said:
Yes! It's 2457. Sorry about the earlier confusion -- I was looking through the art tiles and I saw one that looked similar at #2502.
Also I remembered that the tile is also used as a decoration in some maps, so moving the art to another tile or remapping it would break those maps as well.
#4796 Posted 20 July 2014 - 01:50 PM
Fox, on 20 July 2014 - 12:37 PM, said:
If I remapped the tile to a different number, wouldn't it cause the tile to not display in the maps? Also, regardless of that, there is still the problem that nothing I do with future releases will help with the long-released TC when used with the current build.
#4797 Posted 20 July 2014 - 02:12 PM
This post has been edited by Fox: 20 July 2014 - 02:14 PM
#4798 Posted 20 July 2014 - 02:44 PM
Fox, on 20 July 2014 - 02:12 PM, said:
OK, I'll keep that in mind, but the breakage should still be fixed on the source side -- I think it's reasonable to expect source changes to not break a popular TC that has been around for 4 years and has been working fine for all of that time.