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BloodTC for eDuke32

User is offline   Trooper Dan 

  • Duke Plus Developer

#361

The volume parameter is really a distance offset for the sound. It doesn't change the basic volume for the sound, only the distance at which the sound begins to fade. So if the offset is 4000, that means the sound acts like it is 4000 units farther away than with no offset. If the offset is -4000, then it acts like it is 4000 units closer. But like I said, this does not change the basic volume. If you are in the nonfaded range of the sound, the volume will be the same regardless of offset. If you want to make the sound louder, you have to edit the sound file.
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User is online   m210® 

#362

And some video with Kaleb voice (HAHA-voice :) )
I need increase of Kaleb Voice!
Btw, globalsound also doesn't works


2

User is online   m210® 

#363

DeeperThought, thanks for you post, now I understood this feature :)
I tried increase volume to 200% with soundeditor but I not helped me...
so, I'll try make again with globalsound

EDIT:

Quote

so, I'll try make again with globalsound

Doesnt works( Seems this is imposible, sadly

This post has been edited by M210: 23 June 2011 - 01:09 AM

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User is offline   Gambini 

#364

I forgot that there´s a fix in the old way for those rotatesector problems. It´s still a partial fix but much more better than my previous attemp.

Just tested it and seems to work (pressed the switch six times and the sprites didnt move. Gonna polish the work and upload it here ASAP
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User is offline   Gambini 

#365

Well, I didn´t have the success I expected to have, but at least it got somewhat improved. The sprites from the side where you enter the wagon will move a few units farther from their position with every time you press the switch and the ones of the other side will work the other way around. It works alright if you press the switch once but the more times you press it again the more fucked up the thing turns.

I also added the gates in the train station, triggered with a masterswitch. if you later want to tweak the time they delay to open just edit the masterswitch´s hitag. The train, i made a temporary effect but noticed it is now very slow. It doesnt move sprites along with the sector ATM but if you find this new speed suitable the effect can be done with moving sprites included (it is a lot of work, but still possible).

Attached File(s)


1

User is online   m210® 

#366

Yep, it's very sadly to see
http://i23.fastpic.ru/thumb/2011/0624/fa/c05772849c2189f3b3da693a5e8193fa.jpeg

Btw, you may try to load this map with older version of eDuke32 and you can see that sprite moving on wagon have no difference between 1914rev...it works just as bad :P


Quote

It doesnt move sprites along with the sector ATM but if you find this new speed suitable the effect can be done with moving sprites included (it is a lot of work, but still possible).

I think to make new sector with new features is easier then change options of hard-coded sectors :)

This post has been edited by M210: 24 June 2011 - 12:25 AM

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User is offline   Helixhorned 

  • EDuke32 Senior Developer

#367

M210, I noticed that your decorative sprites have (empty) actor code. The rotating sector fix won' t apply to them because the game can't figure out whether they will move at some point and so has to assume that their position isn't fixed. So, it's just a matter of removing the 'actor ...' lines.

View PostGambini, on 23 June 2011 - 06:45 PM, said:

The train, i made a temporary effect but noticed it is now very slow.

You mean it was faster with earlier revisions?
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User is online   m210® 

#368

View PostHelixhorned, on 24 June 2011 - 03:24 AM, said:

M210, I noticed that your decorative sprites have (empty) actor code. The rotating sector fix won' t apply to them because the game can't figure out whether they will move at some point and so has to assume that their position isn't fixed. So, it's just a matter of removing the 'actor ...' lines.

Which version on BloodTC do you have? Actor code was deleted a long time :) Now it just a sprite

Btw, I made my slide door with speed changer. In the future it will have autoclose system

This post has been edited by M210: 24 June 2011 - 04:29 AM

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User is online   m210® 

#369

I understood my mistake. Now I changed statnum to 0 in mapster32 for this sprites and now it's works as well :)
But after sector moving this sprites is tremble, is it fixable?

This post has been edited by M210: 24 June 2011 - 04:38 AM

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User is offline   Helixhorned 

  • EDuke32 Senior Developer

#370

See new revision :)
2

User is offline   fgsfds 

#371

Thanks. It works much better now.
But what's wrong with this guy? He still falls in wall.

Attached thumbnail(s)

  • Attached Image: capt0000.png

Attached File(s)

  • Attached File  E1M2.rar (33.73K)
    Number of downloads: 252

0

User is online   m210® 

#372

heh, I think guy fall in wall because it is an destroyable actor :)
Helixhorned, thank a lot for new revision :P
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User is offline   Gambini 

#373

Ehm. I don´t know if you guys were talking about the version uploaded by me or the one that comes with the TC. In my "fix" i changed those problematic sprites statnum to 2 and moved them to the center as much as i could, then reproduced their original position using X offset. I didn´t have the time to test with the new snapshot.

Quote

You mean it was faster with earlier revisions?


Nothing changed in the game, i just replaced his 2-train effect for a slide door. If the speed was good for him i was going to replace it again for a set of bridge sectors, which move at the same speed of the slide doors but carry sprites with them.


A last thing to M210: if you´re going to scrap what i did at least use the map because the gates in the train enbankment (and because i fixed the ceiling of the room that you see right ahead when step into it.
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User is online   m210® 

#374

View PostGambini, on 24 June 2011 - 03:57 PM, said:

Ehm. I don´t know if you guys were talking about the version uploaded by me or the one that comes with the TC. In my "fix" i changed those problematic sprites statnum to 2 and moved them to the center as much as i could, then reproduced their original position using X offset. I didn´t have the time to test with the new snapshot.


A last thing to M210: if you´re going to scrap what i did at least use the map because the gates in the train enbankment (and because i fixed the ceiling of the room that you see right ahead when step into it.

I dont know, but i think sprites of rototesectors must have statnum = 0 for working with sector, because sprites have a problems with interpolation if it have statnum > 0
The gates is also changed?

This post has been edited by M210: 24 June 2011 - 08:51 PM

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User is offline   fgsfds 

#375

Gambini, the problem is that you used very old version of this map (when I gave you the latest version). We already have the gates in it.
But thanks for the idea to make the train with slide doors. I've never thought about that. Now M210 made his own slide doors with speed changing, and I think we can make this train move faster.
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User is online   m210® 

#376

Yeap, I made slide door now, but it may have some troubles with apply it to train sector, because my door no checking for ACTIVATOR sprite open therefore need to place some triggers for simultaneous activation of all sectors of the train. Btw, slide doors may be incompatible with the triggers through RX-TX channel. In this case it is necessary to check that on ACTIVATE sprite open, but I don't know how to do this. Can anybody help me? :)



This post has been edited by M210: 24 June 2011 - 10:18 PM

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User is offline   Gambini 

#377

View Postempy, on 24 June 2011 - 09:21 PM, said:

Gambini, the problem is that you used very old version of this map (when I gave you the latest version). We already have the gates in it.
But thanks for the idea to make the train with slide doors. I've never thought about that. Now M210 made his own slide doors with speed changing, and I think we can make this train move faster.


Oh i must have messed the files then. I downloaded your map but I must have been editing the old one. Sorry.
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User is offline   randir14 

#378

I've tried different versions of Blood (GoG version and non-GoG) along with different resolutions, but no matter what I get corrupted graphics as shown in the screens below:

Main menu:
http://i.imgur.com/qgEGV.jpg

Gameplay:
http://i.imgur.com/qH5dV.jpg

Does anyone know what the problem could be?
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User is offline   fgsfds 

#379

You don't need original blood.
1

User is offline   randir14 

#380

View Postempy, on 28 June 2011 - 12:38 PM, said:

You don't need original blood.


Ah you're right, it works now. Thanks.
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User is online   m210® 

#381

I have made else one release.
Some fixes, some effects and slide door system and dynamite was corrected...and may be some more :lol:
1

User is offline   djdori11 

#382

View PostM210, on 29 June 2011 - 02:23 PM, said:

I have made else one release.
Some fixes, some effects and slide door system and dynamite was corrected...and may be some more :lol:

awesome!
0

User is offline   Spiker 

#383

Tried it again. There is HUGE improvement since the last vesrion. It's almost fully playable now! But there is still a lot of small things that give it way. But you probably know what things don't look or work as they should so keep it up!
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User is online   m210® 

#384

Thanks :lol: Yes, it have some limitations, but I'm sure I can fix it in the future :P
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User is offline   Mateos 

#385

Hi!

Downloaded it, will update my install as soon as I get home.

Could you keep up to date the ModDB profile page? Just checked it, no news since April on it, I'm sure some people follow your mod just there :lol:
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User is online   m210® 

#386

Ok, I'll update new on ModDb. I just forgot about it :lol:
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User is offline   Mateos 

#387

Thanks :lol:
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User is offline   Gambini 

#388

I dont test the latest version yet but I´m sure that what gives it away more than anything is the sound department. It lacks most ambient sounds (if not all), all the triggered sounds (like the Phantom 666 arrive from the megaphones) and all the character´s awesome oneliners. Other than that -and the fact that, as soon as they enter in combat, monks go all the way crawling- it is getting VERY VERY loyal.
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User is online   m210® 

#389

Yes, I don't like the enemy AI too, therefore I'll try to rewrite it in future. And I have only one mapper and he can't place all ambient sounds at once :lol:

This post has been edited by M210: 30 June 2011 - 11:26 PM

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User is offline   Gambini 

#390

I didn´t find the AI bad in any way, it´s just the animation they use to move.

About the mappers, I would be down to help If I´d have the time.
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