Duke Plus "feedback and general discussion of Duke Plus"
#469 Posted 14 January 2010 - 10:21 PM
#470 Posted 15 January 2010 - 12:47 AM
DeeperThought, on Jan 14 2010, 06:30 PM, said:
iam just going for whatever would be simple, but the more flexible the better if you have no problems going into depth with stuff
it would be helpful, making this disapeer incase i want to cutscene in the same area twice (or nearby which would limit my camera angles)
and iam sorry about yet another request
just 2 sprites, red and blue light that flash with a radius relative to a hitag of 2000, i really need them for the emergency vehicles, it would be a +10 to atmosphere
This post has been edited by DanM: 15 January 2010 - 12:49 AM
#471 Posted 15 January 2010 - 02:33 AM
Temp Sprite
Temp sprites are visual props that can be made to appear upon activation, and then later disappear with another activation. These are useful for making areas that change appearance after certain events. All temp sprites are tile number 2955 (the red P). They become invisible when the map loads, and upon activation they change to look like another tile specified by the mapper. Note that these are not like RESPAWN; they do not spawn another tile, they just look like it. This is important to remember, because they will not run any of the code specific to the tiles they are made to look like (for example, they will not take damage if you shoot them). Also, they may not block like the other tile because tile 2955 is very small (so, for example, it would be inadvisable to use the effect to make s sprite bridge appear, unless it is purely decorative and the player never has to walk on it).
HITAG: This is the activation number that makes the temp sprite visible. Hitag 0 temp sprites are visible when the game starts.
LOTAG: This is the activation number that makes the temp sprite die (note that it cannot die unless it has been activated first).
EXTRA: This is the tile number that the temp sprite looks like when it has been activated. Note that it will not display animation unless the animation is defined on the tile in an .art file or a def file.
Note: There seems to be a problem with recent builds of mapster where if you press 'M on sprite in 3D mode, you cannot enter a number for EXTRA that is more than three digits long. However, you can enter longer numbers by pressing F8 on the sprite and editing EXTRA that way. It's too bad, because I was careful to only use tags on this sprite that can be edited in 3D mode, but that mapster bug interfered.
Question about pulsing dynamic lights: Would it be okay if they could only be point lights? SE 49 has a tag or two that is not used which could define the pulsing, but spotlights use all the tags and that complicates things.
Oh and one more thing: I also have a texturizer effect from WGR2 that changes textures upon activation (it makes all textures in the map of one tile number into textures of a different tile number). I don't know if that would be useful.
This post has been edited by DeeperThought: 15 January 2010 - 02:35 AM
#472 Posted 15 January 2010 - 03:09 AM
as for the lights, as long as they pulse like a cop car that would that would be great, whatever works, i like how the dp flare works, if thats any indication of how i would like it too flash
cant hurt to have the pal thing there, i am sure ill come across something i could i use it for
EDIT : only suggested change is to not draw the player model in camera view, because duke just stands there with the running animation
This post has been edited by DanM: 15 January 2010 - 03:50 AM
#473 Posted 15 January 2010 - 05:09 PM
DanM, on Jan 15 2010, 03:09 AM, said:
Would it be ok if he was standing instead?
Anyway, I upload new CONs again, this time with the pulsing light effect on SE 49.
EXTRA is the speed of the pulse (higher == faster)
SHADE is the time offset on the pulse (so you can have two pulsing lights of the same speed but timed differently).
Other settings are the regular SE 49 ones.
Here is how you can make a red/blue cop light:
Place two SE 49.
Give one an xvel of 255, the other zvel 255 (one red and one blue)
Give them both hitag 8192 (that will be the MAX light value as they oscillate)
Give them both an EXTRA of 64
Give one of them a shade of 16, the other a shade of 0.
Move them both to the same map coordinates.
#474 Posted 15 January 2010 - 06:57 PM
#475 Posted 16 January 2010 - 07:15 PM
an extra bit for cutscenes so it wont draw player or dukebots (sometimes they run through a cutscene), its just the way i use the cutscenes with sector activation and such, i could do alot more this way, and i need it as an extra because on bike jumps i just want it to show the player doing the jump.
also the dukeplus helicopter, it only seems to activate when the player sees it and not when the cutscene cam does, & i need that black hawk heli i sent you via email a few months ago, if u need it again i can send it. i would import it has a def hack myself but the angle borks things up.
#476 Posted 16 January 2010 - 08:59 PM
DanM, on Jan 16 2010, 07:15 PM, said:
an extra bit for cutscenes so it wont draw player or dukebots (sometimes they run through a cutscene), its just the way i use the cutscenes with sector activation and such, i could do alot more this way, and i need it as an extra because on bike jumps i just want it to show the player doing the jump.
I can make it not draw the player easily enough; in fact, I can make it that way by default. Making it draw the player actually requires extra code that I can remove. But the Dukebots are a different matter. Can't you just not have any Dukebots in the bike areas? There's a way to prevent them from teleporting to the player, if that's the issue.
DanM, on Jan 16 2010, 07:15 PM, said:
I'll work on the helicopter, probably tomorrow.
#477 Posted 16 January 2010 - 10:32 PM
iam not adding any dukebots to the bike level tho, nine one one is centering around all the story stuff, there wont be too much of that stuff in other levels.
#478 Posted 18 January 2010 - 11:10 AM
#479 Posted 18 January 2010 - 06:21 PM
i have done stuff over the past day i never ever thought possible, even used the sleeper effect in combo with a timer to make it so the players position changes to place they are displayed in the cutscene when it ends, works great
now for the minor tweaks,
an extra bit for the origin sleeper so the player still has full control before the effect begins (for delayed cutscenes that change players position afterwards)
a gib spawner (just spawns blood and chunks of meat)
and an activator that cant be activated untill its activated, i think that will completley remove any limitations i have to work around.
#480 Posted 18 January 2010 - 06:56 PM
DanM, on Jan 18 2010, 06:21 PM, said:
As opposed to activators that can be activated before they are activated? I don't understand.
#481 Posted 18 January 2010 - 08:36 PM
if xvel is set on an Activator, its yvel cannot be activated untill the xvel has been first
when going through areas twice i could make it activate something different the 2nd time around
#482 Posted 18 January 2010 - 10:06 PM
DanM, on Jan 18 2010, 06:21 PM, said:
a gib spawner (just spawns blood and chunks of meat)
and an activator that cant be activated untill its activated, i think that will completley remove any limitations i have to work around.
I uploaded some new code. Here's what I've changed/added since the last code update:
the regular DP helicopter should be able to work before the player sees it
food items are eaten when picked up
overhauled skycar movement, shows speed in hud, shows bomb bay view at all times with bomb impact point, bombs track towards target impact point
improved visuals for the BFG firing effects
spawners can spawn jibs, but you must use one of the following hitags:
2246 // spine
2251 // eyeball
2256 // heart
2261 // intestines
2266 // ribs
I'm not sure what you want regarding the sleeper effect. Are you saying you want the option to not have it paralyze the player until the moment he is teleported? That is equivalent to saying the origin sleeper does not paralyze him at all.
EDIT: oops forgot to include the new dukeplus.def with the updated code; fixed now
This post has been edited by DeeperThought: 18 January 2010 - 10:35 PM
#483 Posted 18 January 2010 - 10:39 PM
#484 Posted 18 January 2010 - 11:04 PM
I thought that perhaps it would have averaged out the speed of the turn to coincide with the distance between the cameras, but I'm guessing that's now how it works?
*edit* I'm not sure if I really worded that clearly sorry. What I meant was, I thought that perhaps the camera's movement would be even across the transition... In that it would automatically adjust how fast it changed the angle, based on the distance between the cameras. Argh, is this making any sense? I can't seem to explain it right.
I take it the speed at which the angle changes is tied in to the overall speed of the camera itself?
This post has been edited by Sobek: 18 January 2010 - 11:32 PM
#485 Posted 18 January 2010 - 11:04 PM
DanM, on Jan 18 2010, 10:39 PM, said:
That makes perfect sense and I will do that for the next update.
#486 Posted 19 January 2010 - 12:50 AM
i did notice your edit and grabbed the unofficial code stuff, but i dont seem to be able to pick up the fooditems, and the dp heli seemed to just hover in the cutscene aswelll duke is not actually anywhere near the heli when that happens.
#487 Posted 19 January 2010 - 07:31 AM
@Sobek: I'm going to improve the camera turning. When I'm done, I think you will want to use the default setting for the moving cameras.
#488 Posted 19 January 2010 - 04:28 PM
I have included the complete and updated instructions below. Here is what I changed: Moving cutscene cameras will gradually turn to match the angle of the next camera in the sequence. It is timed so that they finish changing their angle when the next camera is reached. This behavior cannot be modified. Adding 4 to extra on those SEs now does something completely different from before: it causes the player to take the camera's position. So you will have to change the extra on your SE 90's if you were using that bit. This has been tested, but not very much, so please let me know about bugs.
@DanM: I still don't know why your helicopter isn't activating when it is supposed to.
Quote
SHOWS A SCENE FROM A DIFFERENT PART OF THE MAP. THE SCENE IS “BROADCAST” IN THE BACKGROUND, AND IS VISIBLE WHEREVER THERE ARE BLANK TEXTURES (WALLS, FLOORS OR CEILINGS WITH BLANK TEXTURES) NEAR THE SE. PLACE TWO SE88 AND GIVE THEM THE SAME HITAG. ONE WILL BROADCAST THE POV OF THE OTHER.
OPTIONS: GIVE THE SE A YVEL, AND THAT WILL BE ITS ACTIVATION NUMBER, IN WHICH CASE IT WILL NOT BROADCAST UNTIL AN ACTIVATOR OR GAME EFFECT (SUCH AS MONSTER ACTIVATION) TURNS IT ON. MAKE SURE TO HIDE THE BLANK TEXTURES UNTIL THE ACTIVATION USING A SLIDING DOOR OR SOME OTHER TRICK.
THE SE WILL BROADCAST FROM ITS OWN ANGLE. BY DEFAULT, IT WILL USE THE PLAYER’S CURRENT Z ANGLE (LOOK UP/DOWN ANGLE). TO SET A FIXED Z ANGLE, SET EXTRA ON THE SE. 100 = STRAIGHT AHEAD. HIGHER VALUES LOOK UP, LOWER VALUES LOOK DOWN (IN POLYMOST, MAX 299, MIN -199).
TELEPORTER = SE 89
SIMILAR TO THE NORMAL TELEPORTER SE7, BUT WITH MORE OPTIONS. LIKE SE7, IT TAKES THE PLAYER TO ANOTHER SE OF THE SAME HITAG WHEN HE ENTERS ITS SECTOR (BUT THERE CAN ONLY BE ONE DESTINATION).
OPTIONS: GIVE THE SE A YVEL, AND THAT WILL BE ITS ACTIVATION NUMBER, IN WHICH CASE IT WILL NOT TELEPORT UNTIL AN ACTIVATOR OR GAME EFFECT (SUCH AS MONSTER ACTIVATION) TURNS IT ON. NOTE THAT TWO SE89 WITH THE SAME HITAG COULD HAVE DIFFERENT ACTIVATION NUMBERS. THIS COULD BE USED TO MAKE A ONE WAY TELEPORTER. LEAVE YVEL AT 0 AND IT WILL START UNLOCKED.
SET XVEL TO THE SOUND NUMBER TO PLAY UPON TELEPORTATION (LEAVE 0 FOR NO SOUND).
CERTAIN PALS ON THE SE WILL CAUSE A COLORED FLASH WHEN THE PLAYER TELEPORTS: PAL 1=BLUE, PAL2=RED, PAL3=WHITE, PAL4=BLACK, PAL7=YELLOW, PAL8=GREEN. PALS NOT LISTED DO NOTHING.
LOTAG 90 Cutscene camera
This SE can be used to change the player’s view to the view from the SE. It can be triggered by an event in the game, or it can occur when the level starts. Cutscene cameras can be either stationary or moving, and they can be chained together to show a sequence of views. The view can be displayed on the entire screen, or it can be displayed in a box in the corner. By default, the player is paralyzed while this effect is ongoing. Tags on the SE control different aspects of the effect:
Hitag: Set to 0 to switch to the SE view at level start. Otherwise, hitag is the activation number. The SE can be activated by an activator having a lotag equal to the SE’s hitag, or by a switch, monster, or other DP sprite which has a YVEL equal to the SE’s hitag. The player will view from the SE immediately upon activation.
Pal: 0 = stationary camera, 1 = moving camera. A moving camera will not work unless there is another SE 90 which has a hitag equal to the YVEL of the moving camera.
Shade: The up/down view angle. 0 looks straight ahead, negative numbers look up and positive numbers look down. The exact formula is camerahoriz = shade*2 +100
XVEL: In a stationary camera, this is the number of game tics that the camera’s view will last. In a moving camera, XVEL is the speed at which the camera travels. If not set, XVEL will default to 130 (five seconds of view time for a stationary camera, and about ½ of Duke’s running speed for a moving camera).
YVEL: This is the number that the camera activates upon completion. In a stationary camera, completion occurs when its time runs out. In a moving camera, completion occurs when it has traveled all the way to the next camera in the sequence. The camera will activate any respawns, activators, masterswitches, or DP sprites which have activation numbers equal to the camera’s YVEL. This includes other cutscene cameras. If the camera is stationary, it does not have to be set to activate anything. If it is a moving camera, it must be set to activate another SE 90 (see Pal, above).
ANG: The angle of the SE sprite will be the angle that the camera faces. If it is a moving camera, then it will start at this angle and gradually turn to face the angle that the next camera is facing.
EXTRA: This is a bitfield which determines some additional camera functions. Add together the numbers you want, or leave EXTRA at its default value (-1) if you don’t want any of the options.
1 does a quick fade to black right before the camera’s view time ends (does not work with moving cameras)
2 shows the view in a box in the lower right corner of the screen (the rest of the player’s view is normal)
4 if this bit is set, the player will be moved to the camera’s position.
8 allow the player to move (best used in combination with 2)
16 transition effect: when camera activates, its view starts in the center and quickly expands to fill the screen (do not use with 2)
#489 Posted 19 January 2010 - 05:23 PM
Just noticed the uploaded code changed again, fixed?
*edit* Yep, works PERFECTLY. Man that's so cool .Going to have some real fun with this one
This post has been edited by Sobek: 19 January 2010 - 05:38 PM
#490 Posted 19 January 2010 - 10:06 PM
yeh i tried eating that food with pickup objects and didnt seem to do anything, but iam sure it will in future
EDIT : is there a possible way to keep all of eternitys user.con data ive written in a seperate file that just merges with the normal duke plus userplus.con? just be any easier way to keep up-to date with dukeplus
This post has been edited by DanM: 19 January 2010 - 10:11 PM
#491 Posted 19 January 2010 - 10:49 PM
DanM, on Jan 19 2010, 10:06 PM, said:
Yes. Anything you put in USER.CON will be loaded before USERPLUS.CON. Duplicate definitions are ignored, which means that the definitions read first are the ones used.
You can also edit EDUKE.CON and tell it to include your own code. Right now EDUKE.CON has one line:
include DukePlus/dpcons/DUKEPLUS.CON
You could make a DNE directory, put all your code in "DNE.CON", and then change EDUKE.CON so that your code is loaded first:
include Dukeplus/DNE/DNE.CON include DukePlus/dpcons/DUKEPLUS.CON
You can put your own definitions, actors etc. in there. Depending on your code, there could be some problems. For example, if your actors use states that are defined in DUKEPLUS.CON, then it won't compile (in that case you could try having your code load _after_ DUKEPLUS.CON). You can even have code for events, such as EVENT_GAME, even though the events are also in DUKEPLUS.CON. For events and actors (unlike definitions), when the compiler finds a duplicate, it appends the new code. That's why you are able to use Muelsa's Dukebike mod with Duke Plus -- his EVENT_GAME code (along with other stuff) is being tacked on to the end to the Duke Plus EVENT_GAME (or the other way around, depending on the order you load things). By the way, it is buggy as it stands (for example, the Dukebike fights for control of the camera with my dynamic F7 view mode; that's one of the things that will be fixed when the code is properly integrated).
This post has been edited by DeeperThought: 19 January 2010 - 10:51 PM
#492 Posted 19 January 2010 - 11:14 PM
DanM, on Jan 19 2010, 10:06 PM, said:
Did you have less than 100 health when you tried it?
#493 Posted 19 January 2010 - 11:28 PM
To put it into perspective, with no shooters, my little BSG test map (set in space to the shots have to travel a bit of distance before hitting a barrier) runs at a constant 200fps or so. If I set 2 FIRELASER shooters up for constant firing at an average speed - roughly 2 per second I think - and with a close wall to stop them going to far, the framerate is instantly down to maybe 50 or 60 - though the further the barrier and the further they travel, the lower the framerate. Each successive shooter after that brings it down an additional 10 fps or more at a time. By comparison, I could have 10 RPG shooters firing at the same steady rate, with NOTHING to stop them from travelling too far, and end up with hundreds of RPG's flying through the air (that being lots of models and little smoke sprites) and it still manages to run far better than with just those two FIRELASER shooters.
I'm just wondering why that is... Does the FIRELASER use some kind specific code which chews through CPU cycles? I was thinking I might just use one of the more CPU friendly shooter tiles and just change the texture to something custom.
Mind the long rant, I just like to be clear on stuff
This post has been edited by Sobek: 19 January 2010 - 11:30 PM
#494 Posted 19 January 2010 - 11:44 PM
Try setting up a simple situation where you have one SHOOTER shooting FIRELASER and there is a floor near the path of the projectile so you can easily see if it is giving off light (just let the shooter fire at the player and watch as it comes towards you). If it is giving off light, then that is your problem. I can think of no other reason why FIRELASERs would lower fps that much.
#495 Posted 20 January 2010 - 12:52 AM
they work but you can destory them which is bad balance wise, i think it mite be best to just make them pick upable like the boxes too as you could stack stuff and circumvent a whole lot of stuff in my levels, although i do use the box in some parts for advancement.
as for how my mod structure works, atm i just use a .def in a zip for everything models and texture wise, i just mod for the userplus.con for quote lines and episode name and structure, so its very light stuff and that should work nicely, i loaded all of the dukebikes resources into my own zip and def and just added the con to dukeplus.con, i just needed it for jump distance testing and to see the feasibility of a bike level in polymer given the really open environments
#496 Posted 20 January 2010 - 01:05 AM
DanM, on Jan 20 2010, 12:52 AM, said:
The potential for stacking stuff to reach high places is THE reason why a lot of mappers don't like that feature. If I could just figure out a way to make it impossible to stack stuff, it would help a lot. Either objects could become non-blocking or maybe I could make them slide off of each other (except for the boxes which are supposed to stack).
#497 Posted 20 January 2010 - 01:06 AM
#498 Posted 20 January 2010 - 04:52 AM
slight activation problem with the cameras, the moving ones in particular
they don't seem to activate anything between cameras, i can use the yvel on the stationary ones to call up quotes and prop sprites, but in between 2 moving cameras to activate a prop sprite i had to use 2 stationary ones with a xvel of 1 and use the 2nd one to activate the prop sprite.
This post has been edited by DanM: 20 January 2010 - 05:00 AM

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