Weird Noob Question: Replacing map in "Duke it out in DC"
#1 Posted 29 June 2016 - 02:19 AM
Is it possible to replace a map in the Duke it out in DC campaign, so that the whole episode plays normally but "Smithsonian Terror" is replaced with another map I like more (I find ST exhausting and boring to play).
I am not a computer noob and kindly ask if an experienced user can point me in the right direction and also point out some traps I could run into to save me a little time before I start trying for hours without getty anywhere.
Thanks in advance,
And yes, I searched for "replace map episode" but didn't find any useful topics.
This post has been edited by fuegerstef: 29 June 2016 - 02:20 AM
#2 Posted 29 June 2016 - 02:31 AM
You can also replace the map directly in the grp using something like grpviewer but it shouldn't be necessary.
#3 Posted 29 June 2016 - 02:38 AM
#5 Posted 29 June 2016 - 06:05 AM
This post has been edited by FistMarine: 11 December 2016 - 06:04 AM
#6 Posted 29 June 2016 - 06:11 AM
MetHy, on 29 June 2016 - 02:31 AM, said:
You can also replace the map directly in the grp using something like grpviewer but it shouldn't be necessary.
I would suggest using Slade3 over any other old-ass tool for Duke3D, since they added support for GRP editing. (I don't know if it works 100% for everything but it at least can open and see textures, sounds, etc).
#7 Posted 29 June 2016 - 12:07 PM
FistMarine, on 29 June 2016 - 06:05 AM, said:
*For the records: there are four maps using the original DC TILES14.ART:
- Anarchy City and Overtime by MRCK/ck3D
- Bank by Danstructor (supersedes Banco)
- Afterglow; Twin Creeks by Puritan
Only Bank and Overtime come without CONs, though, and might be suitable unless they include a final boss.
#8 Posted 29 June 2016 - 10:04 PM
This post has been edited by FistMarine: 11 December 2016 - 06:06 AM
#9 Posted 30 June 2016 - 02:48 AM
IIRC, you go down to the subway station at the end if Nuked Files, so skipping Smithonian Terror altogether wouldn't break any continuity.
So I will try to make a .con file.
EDIT,
Screw it, learning the ins and outs of con* files from for skipping one map is too much work, dnscotty305 has to do it.
*) I never worked with them ever.
This post has been edited by fuegerstef: 30 June 2016 - 08:03 AM
#10 Posted 30 June 2016 - 08:05 AM
Thanks for all the suggestions and hints.
This post has been edited by fuegerstef: 30 June 2016 - 09:10 AM
#11 Posted 19 September 2016 - 09:25 AM
I am using the DukeDC HRP with the latest version of EDuke (but the problem is there for me for several versions now).
My screensize is set to 1920-1080 32bit, Polymer and the ratio is set to auto detect (but I tried 16:9 manually too).
At launch the titlepic where duke stands on the pile of monsters with the DC seal on the top left the picture is shifted down. there is a black border above it and the lower part is cut off.
I tried renaming the other textures in the HRP-pack but nothing repositioned the titlepic.
Is there any workarond to fix this?
This post has been edited by fuegerstef: 19 September 2016 - 09:26 AM
#12 Posted 19 September 2016 - 10:21 AM
You need to rename the art file like this:
Mapname_00.art
Example:
Eye.map
Tiles014.art --》eye_00.art
Tiles015.art --》 eye_01.art
Etc.
If you do this, EDuke32 will load the art file only with that specific map.
Limitation:
If your mapname is longer than 5 chars, you got to shorten it because the art file always needs to contain "_00". That is if you want to put it into a groupfile since it only supports 8.3 file format. Outside of a groupfile, I guess that limit doesn't exist.
Conflicting con code may be a problem, though. Sounds definition conflicts can be bypassed by redefinition, but you would need to edit the map to change the sound numbers there, too.
Anyway, I strongly advise against editing original groupfiles. At least make backups.
This post has been edited by NightFright: 19 September 2016 - 10:29 AM
#13 Posted 19 September 2016 - 10:53 AM
NightFright, on 19 September 2016 - 10:21 AM, said:
You need to rename the art file like this:
Mapname_00.art
Example:
Eye.map
Tiles014.art --》eye_00.art
Tiles015.art --》 eye_01.art
Etc.
If you do this, EDuke32 will load the art file only with that specific map.
Limitation:
If your mapname is longer than 5 chars, you got to shorten it because the art file always needs to contain "_00". That is if you want to put it into a groupfile since it only supports 8.3 file format. Outside of a groupfile, I guess that limit doesn't exist.
Conflicting con code may be a problem, though. Sounds definition conflicts can be bypassed by redefinition, but you would need to edit the map to change the sound numbers there, too.
Anyway, I strongly advise against editing original groupfiles. At least make backups.
THe right art is there. But in the HRP there are several PNGs for 16:9 and 4:3. I only renamed those in the DC-HRP pack.
The problem remains that the hires titlepic in Duke it out in DC is too low ond cut off at the bottom. Since it is positioned normally in Duke NUkem 3D HRP I assumed it has something to do with code. But I cannot find the right place to change something.
This post has been edited by fuegerstef: 19 September 2016 - 10:55 AM
#14 Posted 19 September 2016 - 12:31 PM
tilefromtexture 2493 { yoffset 0 }
#15 Posted 19 September 2016 - 01:10 PM
Hendricks266, on 19 September 2016 - 12:31 PM, said:
tilefromtexture 2493 { yoffset 0 }
Thanks you very much.
#16 Posted 30 August 2017 - 08:45 AM
I am using the latest DC-HRP and would like to have the green font back.
I read that it is commented in the def-files and tried to uncomment it.
I unpacked the DC-Hrp, edited what I thought would be right and repacked it (with the original name). But it doesn't work.
Can somebody tell me what lines exactly I have to change to get the green font back?
Thanks in advance for the help.
#17 Posted 30 August 2017 - 08:54 AM
#18 Posted 30 August 2017 - 09:08 AM
Hendricks266, on 30 August 2017 - 08:54 AM, said:
I tried that but it didn't work.
I also dis- and reenabled the texture cache.
#19 Posted 30 August 2017 - 09:10 AM
#20 Posted 30 August 2017 - 09:23 AM
Hendricks266, on 30 August 2017 - 09:10 AM, said:
OK, I will try.
EDIT: It worked. Thanks.
This post has been edited by fuegerstef: 30 August 2017 - 09:29 AM
#21 Posted 30 August 2017 - 10:50 AM
That's the closest level to DukeDC style (and one of the most pro-style maps ever), although it had atomic and even Penthouse Paradise art.