DanM, on Feb 12 2010, 12:28 PM, said:
I also thought of coding variables
Say if you reach a chasm it could have a cutscene saying to activate a bridge, BUT what if you never went to the chasm first and then activated the bridge got there and it activated a cutscene saying to do something you have already done?
ANSWER
you would make a door close blocking the shooter from ever reaching the chain, this door would close when you activate the bridge, if you have not activated the cutscene by approaching the chasm it would have no effect regardless
i think too much
You can't think too much... I like that kind of creative thinking.
High Treason, on Feb 12 2010, 01:43 PM, said:
I was actually curious about something like this too. I've made some minor changes to D+ code (such as changing the DPCANNON's model, projectiles and sounds among other things), and I was trying to work out some way of incorporating only these changes into CONS within my mod directory that load AFTER D+ and overwrite just those relevant bits of D+ code, because obviously, having to track and modify D+ code changes with each release is tricky, not to mention it makes a bit of a mess when I have to package a 'DukePlus' directory with my mod to overwrite what someone already has installed. I recall DeeperThought talking about something similar to someone a little while back but I couldn't find the posts...
For your setup, couldn't you do something similar to what I have now? That is, take the DukePlus bat file and just add "-jDirectory" where 'Directory' is your mod's game dir. In my case, I have a folder called 'Voyager' in my Duke directory, so my batch file reads as below;
Eduke32.exe -game_dir DukePlus -jVoyager
And that seems to work fine. But I suppose it depends on how your mod is set up to begin with...

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