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Duke Plus  "feedback and general discussion of Duke Plus"

User is offline   Danukem 

  • Duke Plus Developer

#888

@Awesomebob: If you need help understanding something from the manual, please post the text from the manual that is confusing you. Right now it's not clear to me what you are trying to ask. Also, you can look at maps where fuses have been used if you aren't show about how they work.

@LeoD: There are no Attrition specific map features, and any changes made to maps distributed with Attrition are bug fixes (unless they somehow got corrupted by using a recent mapster to save the changes).
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User is offline   Awesomebob 

#889

Quote

At the places where the fuses are to be inserted, place fuse sprites.

That's the part. While the image of the sprite are in the box, the sprites themselves are not. But looking at the DP effects map, they are just in there with out being positioned. I guess I read too much into the instructions and thought I had to make the fuses actually look like the finished product.

Now that that's been solved, Is it possible to use and activator to turn an SE49 on and off?

This post has been edited by Awesomebob: 14 September 2010 - 07:32 PM

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User is offline   Stabs 

#890

View PostAwesomebob, on Sep 14 2010, 08:30 PM, said:

That's the part. While the image of the sprite are in the box, the sprites themselves are not. But looking at the DP effects map, they are just in there with out being positioned. I guess I read too much into the instructions and thought I had to make the fuses actually look like the finished product.

Now that that's been solved, Is it possible to use and activator to turn an SE49 on and off?


no light activation bob, altho my theory is they need a pal 3 for on and pal 4 for off and linked to activators by the point lights extra, spotlights, which need to be used with point lights ( if you want it to look right anyway ) could mimic a point light with flashing effects in the same sector by flagging the spotlight as a pal 1, this should also work with pal 3 and 4 so the spotlight can be switched on and off too.

all a theory, I can't code so iam not sure if this will work altho its probably the best/only idea on how to do this atm.
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User is offline   Awesomebob 

#891

View PostDanM, on Sep 14 2010, 07:42 PM, said:

no light activation bob, altho my theory is they need a pal 3 for on and pal 4 for off and linked to activators by the point lights extra, spotlights, which need to be used with point lights ( if you want it to look right anyway ) could mimic a point light with flashing effects in the same sector by flagging the spotlight as a pal 1, this should also work with pal 3 and 4 so the spotlight can be switched on and off too.

all a theory, I can't code so iam not sure if this will work altho its probably the best/only idea on how to do this atm.


That'd be wicked if it worked. These fuses open a door in this map I'm making, but I thought it would be cool to also light the place up in the process. I'll try your theory out and see what I come up with.
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User is offline   Danukem 

  • Duke Plus Developer

#892

If you guys want point lights and spot lights that can be switched on/off, I can do it. The only problem is that spotlights (and in DP, point lights as well) use all the available tags for various settings, so there is nothing left to use as the activation number tag.

I could make an SE149 and SE150, which would be similar to SE49 and SE50. The difference is that the color of the light would be specified by the pal number instead of using xvel/yvel/zvel. That would free up those 3 tags for other things (like the activation number).

I would need to come up with a color table showing which pal numbers corresponded to which colors, and it would be limited to 256 colors.
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User is offline   Awesomebob 

#893

View PostDeeperThought, on Sep 14 2010, 08:01 PM, said:

If you guys want point lights and spot lights that can be switched on/off, I can do it. The only problem is that spotlights (and in DP, point lights as well) use all the available tags for various settings, so there is nothing left to use as the activation number tag.

I could make an SE149 and SE150, which would be similar to SE49 and SE50. The difference is that the color of the light would be specified by the pal number instead of using xvel/yvel/zvel. That would free up those 3 tags for other things (like the activation number).

I would need to come up with a color table showing which pal numbers corresponded to which colors, and it would be limited to 256 colors.


The amount of ass that would kick is mind boggling! If it's not too much trouble, yes please :)
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User is offline   Stabs 

#894

that sounds mighty fine and if you can show me the code where i can define colors i can just add it to my DNE.con if i need something a bit more custom
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User is offline   Danukem 

  • Duke Plus Developer

#895

I have come up with a system for making Polymer lights switch on or off using activation. The new CONs are attached. Here is how it works:

Place an SE150 in the same sector with the SE49 or SE50 that you want to be switchable. It only takes one SE150 per sector, and it work on all the lights in that sector, no matter how many there are. The HITAG of the SE150 will be the activation number for the light or lights. If you want the light(s) to start off instead of on, then give the SE150 an EXTRA of 1.

How to activate the lights: To make it work with a switch sprite, you tag the switch sprite with the activation number on both the LOTAG and the YVEL of the switch. If you set the YVEL on the switch, you do not need to place an ACTIVATOR. You can make the switch activate the light without setting YVEL, but in that case you must make the switch also do something else that works with an activator (like open a door). Lights can also be activated by dying monsters, DPTOUCHPLATE, and other DP effects that cause activations. Finally, they should work with other non-DP effects that use activators (but I have not tested them).

EDIT: It seems to work now. I have tested an SE49 with a switch, and with a monster. Spotlights should work as well.

Attached File(s)



This post has been edited by DeeperThought: 17 September 2010 - 08:14 PM

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User is offline   Awesomebob 

#896

View PostDeeperThought, on Sep 17 2010, 04:11 PM, said:

I have come up with a system for making Polymer lights switch on or off using activation. Here is how it is will work:

Place an SE150 in the same sector with the SE49 or SE50 that you want to be switchable. Actually, it only takes one SE150 per sector, and it work on all the lights in that sector, no matter how many there are. The HITAG of the SE150 will be the activation number for the light or lights. If you want the light(s) to start off instead of on, then give the SE150 an EXTRA of 1.

How to activate the lights. Assuming that the SE150 was placed correctly and was successfully detected at map load time, the light SE will constantly detect activator motion with the specified tag. That means if you were to place a lightswitch sprite with that lotag, but do not place a working activator to go with it, the effect will not work. There must be a working activator (verify that the activator is working by also making it trigger a door or something, if there is any doubt). The exception is if you activate it with one of the DukePlus effects. For example, you could use a tagged monster or DPTOUCHPLATE or something like that, in which case you won't need an activator (because my code will activate the light directly).

EDIT: I am testing it now and it doesn't work yet. I'll attach the CONs when I've got it working.

You rock DT! Can't wait to try it out :)
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User is offline   Danukem 

  • Duke Plus Developer

#897

I have updated my post with an attachment; it seems to work now.
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User is offline   Stabs 

#898

Strange bug i have, i can make light switch on and off as long as an activator is in a ceiling door i make outside the normal map, i made a new map and this works fine, iam trying to make lights switch on and off in nine one one, and i do the same thing and the lights flicker when turned on but the lighting wont change, all the switch does is make it flicker iam unsure why

EDIT : added to other maps the same way and seems to work fine, nfi why it wont work on this map, can this effect also work with how models can be flagged with an extra of 4911?

This post has been edited by DanM: 17 September 2010 - 09:50 PM

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User is offline   Danukem 

  • Duke Plus Developer

#899

View PostDanM, on Sep 17 2010, 10:34 PM, said:

Strange bug i have, i can make light switch on and off as long as an activator is in a ceiling door i make outside the normal map, i made a new map and this works fine, iam trying to make lights switch on and off in nine one one, and i do the same thing and the lights flicker when turned on but the lighting wont change, all the switch does is make it flicker iam unsure why


It sounds like you might have a double activation, where the light is being switched twice in rapid succession. This could happen if you set YVEL on a switch that activates the light, and the same switch also works on an ACTIVATOR that uses the same tag. There are probably other situations that could cause double activations, and at this point I'm not sure if it's a bug in my code or a map bug, because I don't know how you are using it in the map. The safest thing would be to make sure that the tag used on the light is not used for anything else, and if you are using a switch sprite to activate it, use YVEL without any activators that have that tag.
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User is offline   Micky C 

  • Honored Donor

#900

Hey DT just wanted to say thanks, this is a great feature for polymer mappers everywhere :) yet I hope the eduke32 developers don't stop trying to find a hard coded solution to switching lights on and off for vanilla maps both new and old.

This post has been edited by Micky C: 17 September 2010 - 11:13 PM

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User is offline   Danukem 

  • Duke Plus Developer

#901

View PostMicky C, on Sep 18 2010, 12:13 AM, said:

Hey DT just wanted to say thanks, this is a great feature for polymer mappers everywhere :) yet I hope the eduke32 developers don't stop trying to find a hard coded solution to switching lights on and off for vanilla maps both new and old.


Theoretically, a hardcoded solution would be better, because it would be more efficient and the feature would work "out of the box". What any solution has to overcome, though, is the fact that the spotlight SE uses all the tags that can be edited in mapster. Therefore, tagging spotlights so that they can be switched on/off is going to require a second sprite (in my case, a second SE in the same sector) unless it becomes possible to edit more sprite tags (i.e. sprite struct members) in mapster.
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User is offline   Stabs 

#902

K got it working now, cheers for this

also made a light start to flicker when a hydrant blows up near it, made the flicker effect happen by using 2 lights and 2 light models , one model as a prop sprite, one flagged as 4911 with the flickering light in its sector, when the hydrant blows up another wall with the same SE13 far off the map blocking a shooter, which breaks a chain which turns the light off, and makes the prop sprite vanish leaving only the model with the flickering effect which flickers now because the flickering light SE is on. quite alot of coding for such a simple effect but i love it :)

using 2 prop sprites i can make the lights turn off and on so thats covered too

btw i have been meaning to ask for a real sound controller sprite, hitag for activation, lotag for deactivation, basically works like a prop sprite, x for radius y for sound number?

EDIT : thought i could make models make lights on and off with 2 prop sprites but couldnt :)

This post has been edited by DanM: 18 September 2010 - 12:40 AM

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User is offline   Awesomebob 

#903

Amazing addition DT, I love it!

Made a small demo map showcasing the effect with point lights, using a fusebox to activate.

Attached File(s)


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User is offline   Danukem 

  • Duke Plus Developer

#904

View PostDanM, on Sep 18 2010, 01:20 AM, said:

K got it working now, cheers for this

also made a light start to flicker when a hydrant blows up near it, made the flicker effect happen by using 2 lights and 2 light models , one model as a prop sprite, one flagged as 4911 with the flickering light in its sector, when the hydrant blows up another wall with the same SE13 far off the map blocking a shooter, which breaks a chain which turns the light off, and makes the prop sprite vanish leaving only the model with the flickering effect which flickers now because the flickering light SE is on. quite alot of coding for such a simple effect but i love it :)

using 2 prop sprites i can make the lights turn off and on so thats covered too

btw i have been meaning to ask for a real sound controller sprite, hitag for activation, lotag for deactivation, basically works like a prop sprite, x for radius y for sound number?

EDIT : thought i could make models make lights on and off with 2 prop sprites but couldnt :)


I can add the sound controller sprite, but there is no good way to control the radius.

I don't understand what you mean about controlling the lights with prop (temp) sprites. Specifically, I don't know why that would be surprising. Prop sprites cannot themselves activate anything, though they can be activated by other things.
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User is offline   Stabs 

#905

View PostDeeperThought, on Sep 18 2010, 10:34 AM, said:

I can add the sound controller sprite, but there is no good way to control the radius.

I don't understand what you mean about controlling the lights with prop (temp) sprites. Specifically, I don't know why that would be surprising. Prop sprites cannot themselves activate anything, though they can be activated by other things.


i just want that effect i get when i flag models with an extra of 4911 that i use to make broken lights look like they are broken by making the glowmap turn off and on i was wondering if that could be extended to work with the se150, so when the light is on so is the glowmap

i was hoping to use 2 prop sprites, one with a glowmap, one without to switch models when the light switch is activated, it works once but cant get that effect to "loop"

This post has been edited by DanM: 18 September 2010 - 10:07 AM

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User is offline   Danukem 

  • Duke Plus Developer

#906

View PostDanM, on Sep 18 2010, 11:05 AM, said:

i just want that effect i get when i flag models with an extra of 4911 that i use to make broken lights look like they are broken by making the glowmap turn off and on i was wondering if that could be extended to work with the se150, so when the light is on so is the glowmap


I understand now. The light switching effect needs to be able to change the picnum of a linked model so it can turn the glowmap on/off as the light turns on/off. This should work with both SE49 and SE50. I'll make it work in a simple case where you can turn the light on and off (like a lamp). I'm not sure about making it work in combination with a flickering light and more complicated stuff, though.

EDIT: I have CONs for an UNTESTED attempt at the new feature attached. Here is how it is supposed to work. If you have an SE49 or SE50 that is set up to be switched ON/OFF (that is you have the corresponding SE150 in the sector), then you can also place a sprite tagged with Extra 4911 in that sector and it will be the linked model. As with the flickering effect, the Hitag on the Extra 4911 model will be the alternate glowmap picnum that gets switched to when the light is activated. For this effect, you can have the light start either off or on. It will be off by default, but if you want it to start as on, give the 4911 model a lotag of 1.

There are some limitations. You can only have one 4911 tagged model per sector You could have more than one light linked to the model (simply by placing more than one SE49 or SE50 in that sector along with the SE150, but keep in mind that each SE that switches is going to flip the model. So if you have two lights that get switched off, each will flip the model and it will be like the model didn't flip. In other words, it should work if there is an odd number of lights in the sector.

EDIT2: Should now be fixed so that it doesn't break the flickering SE49 or other effects.

Attached File(s)



This post has been edited by DeeperThought: 18 September 2010 - 03:32 PM

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User is offline   Stabs 

#907

Works great! you may want to check those cons tho because it appears flickering lights do not work anymore, any light with a pal or 1 or 2 just wont work
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User is offline   Danukem 

  • Duke Plus Developer

#908

View PostDanM, on Sep 18 2010, 03:26 PM, said:

Works great! you may want to check those cons tho because it appears flickering lights do not work anymore, any light with a pal or 1 or 2 just wont work


OK try downloading again I think I fixed it but it needs to be checked.
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User is offline   Stabs 

#909

Working all fine again, some fine pieces of coding you have made :)

Here is a short vid i chucked together showing some new lighting effects in DP
New DP lighting Effects
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User is offline   Rassilon 

#910

DeeperThought,
a feature suggestion, would it be possible to add a 3rd Thirdperson view option with the crosshair above dukes head, but more dynamic so that it reverts to First person when close to a wall, like in Serious Sam and the old dos FPS game Eradicator
I have noticed the crosshair does what I'm asking to an extent already though loses effectivness when swimming.
Thanks for your time :)

This post has been edited by Rassilon: 18 September 2010 - 10:54 PM

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#911

View PostJhect, on Sep 13 2010, 11:49 AM, said:

and to the big daddy c-master. the episode 1 end boss turns into a miniboss if you give it a pal of 21. i am not sure cause it is alot of time since i last edited with mapster. but it might be every other pal than 0. cause i made a map where you had to fight 4 minibosses at once. they where made to look a bit like the 4 elements because of their color. so it should be every other pal than 0. but it might be that i did something else :S try it! the normal episode boss has something about 4500 hp i think? the miniboss should only have about 1000 i think.

I didn't get a result. Would it be "spawn pal21" or "spawn bosspal21" or something similar? I might just be doing it wrong, I can summon every other actor but these during gameplay.
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User is offline   Awesomebob 

#912

View PostDanM, on Sep 18 2010, 04:34 PM, said:

Working all fine again, some fine pieces of coding you have made :)

Here is a short vid i chucked together showing some new lighting effects in DP
New DP lighting Effects

Question: Are those light models yours, or are they in the standard game?
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User is offline   Danukem 

  • Duke Plus Developer

#913

View PostThe Big Daddy C-Master, on Sep 19 2010, 06:12 AM, said:

I didn't get a result. Would it be "spawn pal21" or "spawn bosspal21" or something similar? I might just be doing it wrong, I can summon every other actor but these during gameplay.


spawn boss1 21
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#914

View PostDeeperThought, on Sep 19 2010, 12:00 PM, said:

spawn boss1 21

You're the man. Where would you go to strengthen capsule starting strength. Is it in USERCON? Or DPCON?
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User is offline   Stabs 

#915

View PostAwesomebob, on Sep 19 2010, 07:31 AM, said:

Question: Are those light models yours, or are they in the standard game?


yeh i use them for DNE, DT can add them to DP if he wants, just a light with a glow map and one without, probably should seeing as that 4911 effect is kinda useless without a light model.
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User is offline   Helixhorned 

  • EDuke32 Developer

#916

View PostDeeperThought, on Sep 18 2010, 09:55 AM, said:

(...) unless it becomes possible to edit more sprite tags (i.e. sprite struct members) in mapster.

Every sprite struct member except .filler is accessible with the manual edit (F8) feature in 2d mode. Those other tags like temp_data etc. refer to arrays present in the game but are not saved in a map. Disregarding mods, filler itself is currently only used in the editor for sound preview stuff.
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User is offline   Danukem 

  • Duke Plus Developer

#917

View PostHelixhorned, on Sep 20 2010, 10:13 AM, said:

Every sprite struct member except .filler is accessible with the manual edit (F8) feature in 2d mode. Those other tags like temp_data etc. refer to arrays present in the game but are not saved in a map. Disregarding mods, filler itself is currently only used in the editor for sound preview stuff.


What about htflags (not to be confused with flags, which is cstat) and mdflags? Those don't show up in F8, and I'll bet mappers would appreciate the ability to set those directly in mapster, because they effect how the sprite/model is rendered.
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