Original GAME.CON fixes
#61 Posted 02 July 2019 - 11:30 AM
#62 Posted 02 July 2019 - 11:34 AM
I'm also not a coder; I just note an overlap between your explanation and one of the fixes.
Take it with a grain of salt; I could be entirely wrong.
#63 Posted 06 January 2020 - 01:19 PM
LeoD, on 02 July 2019 - 07:39 AM, said:
there's an issue with newly released Blink of an Eye when using your GAME.CON. I'd appreciate if you'd look into that.
Both your 2016 and 2019 versions are affected, the EDuke32 version doesn't seem to matter.
I just saw it. I think it's related to the boss actors, when a lotag is set (difficulty), it trigger the ending when the actor is removed from the map at the beginning. It should be an easy fix.
#64 Posted 06 January 2020 - 03:05 PM
Changes:
- Prevent boss actors with a lotag set (difficulty) triggering the ending when starting a map.
- Replaced state by defstate for the definitions.
- Removed THISACTOR from userdef. According to the wiki, it's not needed.
PS: It is possible to edit the first post to put most recent version here?
#65 Posted 06 January 2020 - 05:06 PM
#67 Posted 07 January 2020 - 10:08 AM
It's cool for code changes. Me, the problem I have for boss purposes is that there is the cinematics of E1, for the four instead of having the appropriate ones.
While testing my demo, I noticed that the "KILLIT" event was sometimes not properly functional. I sometimes had two dead instead of one, or see no dead. Otherwise, it doesn't really matter for the gameplay. Using your codes, I have already added over 50 additional enemies.
This post has been edited by Firefly Trooper: 07 January 2020 - 10:32 AM
#68 Posted 29 January 2020 - 10:22 AM
#69 Posted 14 February 2020 - 02:49 PM
Firefly Trooper, on 29 January 2020 - 10:22 AM, said:
I don't know, happened a couple of times when playtesting on nuts.map long ago, and never happened since. Probably FPS drop and mass destruction combined, made the kill counter erratic. Since I can't replicate the problem, no worries for now.
#70 Posted 14 February 2020 - 02:54 PM
What is the proper behavior for respawns? If a respawn was never activated in the map, should the enemy it spawns be counted as a missed kill? I'm inclined so say no, since that would force the player to kill civilians that are tied to respawn triggers if they want get all kills.
#71 Posted 14 February 2020 - 03:34 PM
#72 Posted 14 February 2020 - 03:51 PM
#73 Posted 14 February 2020 - 06:23 PM
#74 Posted 14 February 2020 - 06:39 PM
The reward for 100% would only be for a gameplay mod, not for a fixes mod.
#75 Posted 15 February 2020 - 06:24 AM
// Faucet2 animation define FAUCET2 670 action FAUCET2_FRAMES 0 2 1 1 1 actor FAUCET2 0 FAUCET2_FRAMES enda
You can test this in E4L1.
#76 Posted 15 February 2020 - 06:43 AM
This post has been edited by Firefly Trooper: 15 February 2020 - 06:45 AM
#77 Posted 15 February 2020 - 12:39 PM
LeoD, on 15 February 2020 - 06:24 AM, said:
// Faucet2 animation define FAUCET2 670 action FAUCET2_FRAMES 0 2 1 1 1 actor FAUCET2 0 FAUCET2_FRAMES enda
You can test this in E4L1.
I dont think it's necessary to modify the CON file to only animate a sprite, this involves creating new actors. You can just create a DEF file and put this to modify only the tiles without modify ART files:
animtilerange 670 671 3 1
There's also another light, and offsets of the freezer HUD:
animtilerange 1034 1036 4 1 tilefromtexture 2551 { xoffset 34 yoffset 28 } tilefromtexture 2552 { xoffset 34 yoffset 28 } tilefromtexture 2553 { xoffset 34 yoffset 28 }
Firefly Trooper, on 15 February 2020 - 06:43 AM, said:
EGG and TANK are modified to match whether they survive in a certain way or not. For example, if a pigcop survives from his own tank explosion, it won't count as a kill.
But for the RECON case, it's weird. I tested with an unmodified GAME.CON and all RECON sprites that have a palette above 0 don't appear in the map (they are counted by the kill counter and are removed at some point). I suspect this is an EDuke bug.
EDIT: I just tested with 1.5 and 1.3D dos versions and it's the same thing. So it's a very old bug...
This post has been edited by Darkus: 15 February 2020 - 12:52 PM
#78 Posted 15 February 2020 - 02:54 PM
Darkus, on 15 February 2020 - 12:39 PM, said:
animtilerange 670 671 3 1
#79 Posted 15 February 2020 - 05:25 PM
LeoD, on 15 February 2020 - 02:54 PM, said:
Good question ! For my part, I had the idea of extracting the sames sprites and dragging it into a folder like this:
tilefromtexture 1410 { file "tiles/customtiles/1410.png" xoffset 2 yoffset -34 } tilefromtexture 1411 { file "tiles/customtiles/1411.png" xoffset 3 yoffset -34 } tilefromtexture 1412 { file "tiles/customtiles/1412.png" yoffset -34 } tilefromtexture 1413 { file "tiles/customtiles/1413.png" yoffset -34 } tilefromtexture 1414 { file "tiles/customtiles/1414.png" xoffset -3 yoffset -34 }
This is a good example to fix the bug of the frozen Duke "floating"
I copied the same images, placed in the appropriate places and correctly modifying the position "x / y-offset"
This will at the same time avoid "breaking" original Duke's animation.
This post has been edited by Firefly Trooper: 15 February 2020 - 05:26 PM
#80 Posted 16 February 2020 - 04:12 PM
LeoD, on 15 February 2020 - 02:54 PM, said:
The performance penalty should be minimal with CON (that's not a complex actor), and non-existent in DEF. The result is 'almost' the same, but in the first case since it's an active actor (and is supposed to do complex things), and the second, a simple animated tile which is part of the scenery (and don't interact to anything).
Firefly Trooper, on 15 February 2020 - 05:25 PM, said:
tilefromtexture 1410 { file "tiles/customtiles/1410.png" xoffset 2 yoffset -34 } tilefromtexture 1411 { file "tiles/customtiles/1411.png" xoffset 3 yoffset -34 } tilefromtexture 1412 { file "tiles/customtiles/1412.png" yoffset -34 } tilefromtexture 1413 { file "tiles/customtiles/1413.png" yoffset -34 } tilefromtexture 1414 { file "tiles/customtiles/1414.png" xoffset -3 yoffset -34 }
This is a good example to fix the bug of the frozen Duke "floating"
I copied the same images, placed in the appropriate places and correctly modifying the position "x / y-offset"
This will at the same time avoid "breaking" original Duke's animation.
You can use the copytile option that I've documented there, that will prevent you to extract tiles.
#81 Posted 17 February 2020 - 10:41 AM
Thank you Darkus!
#82 Posted 19 February 2020 - 11:01 AM
Possibility to add the full sounds of the jetpack for the flying Liztroop. Sounds nicer, rather than just having a "DUKE_JETPACK_IDLE soundonce"
So add the two missing sounds "DUKE_JETPACK_IDLE_ON and _OFF" when it is about to take off and when it lands on the ground again.
This post has been edited by Firefly Trooper: 19 February 2020 - 11:05 AM
#83 Posted 30 March 2020 - 01:01 PM
When they are invisible, they can be killed by explosions. Or if you manage to touch them, at the last frame before being invisible, they become invincible and will never reappear. You will have to place a "break" command when they become "cstat 32768"
#84 Posted 31 March 2020 - 09:28 AM
However, nobody noticed that the fat commander shrink bug was still here...
#85 Posted 31 March 2020 - 12:31 PM
Darkus, on 31 March 2020 - 09:28 AM, said:
However, nobody noticed that the fat commander shrink bug was still here...
I understand perfectly, but I must have expressed myself badly. inside the state troophidestate when it becomes invisible (cstat 32768) it can still be killed by explosions:
ifaction ATROOPHIDE { ifactioncount 2 { spawn TRANSPORTERSTAR sound TELEPORTER action ATROOPWALKING move TROOPWALKVELS faceplayer cstat 32768 } else { sizeto 4 40 sizeto 4 40 sizeto 4 40 sizeto 4 40 spawn FRAMEEFFECT1 } }
It would be really nice if he could be totally invincible when he owns this property.
I coded a new soldier in the Advance version and he behaves differently when he dies.
I don't know if it's a bug, if it's intentional or not, but in any case it could also help me for some enemies that I added.
#86 Posted 10 April 2020 - 05:25 AM
- Reformatted the file, size is now a bit smaller.
- Improved sound handling, you can now hear looping sounds correctly. For example, you can hear several sentry drones flying around you, unlike before when the same looping sound could be played only once at time. Same thing with non-looping sounds, but to keep with original behavior, some sounds coming from monsters (usually roaming sounds) are still played only once, while some others are only 'once per actor' (attack/pain sounds, or other), so it's a compromise.
- Now troopers have their correct jetpack ON/OFF/LOOP sounds (see above).
- LIZMANSTAYPUT, OCTABRAINSTAYPUT and BOSS1STAYPUT are no longer invincible when inactive (statnum 2)
- Tweaked how monsters handle radius damage. Now inactive actors should be jibbed properly using explosives (with pipe bombs, SEENINE, OOZFILTER...), rather than using normal death animation, because active and inactive actors (statnum 1 and 2) don't handle radius damage the same way.
- Fixed CANON actor, which when used, spawned too many projectiles, risking killing the player. Now when used, projectiles are spawned in a more reasonable rate.
- FEM10 and TOUGHGAL have correct animation when recovered from their shrunk state
- Fixed COMMANDER shrink bug
- And many other little things than I forgot...
I've archived the previous version.
fixed GAME CON.zip (86.97K)
Number of downloads: 470
#87 Posted 10 April 2020 - 10:37 AM
Darkus, on 10 April 2020 - 05:25 AM, said:
- Reformatted the file, size is now a bit smaller.
- Improved sound handling, you can now hear looping sounds correctly. For example, you can hear several sentry drones flying around you, unlike before when the same looping sound could be played only once at time. Same thing with non-looping sounds, but to keep with original behavior, some sounds coming from monsters (usually roaming sounds) are still played only once, while some others are only 'once per actor' (attack/pain sounds, or other), so it's a compromise.
- Now troopers have their correct jetpack ON/OFF/LOOP sounds (see above).
- LIZMANSTAYPUT, OCTABRAINSTAYPUT and BOSS1STAYPUT are no longer invincible when inactive (statnum 2)
- Tweaked how monsters handle radius damage. Now inactive actors should be jibbed properly using explosives (with pipe bombs, SEENINE, OOZFILTER...), rather than using normal death animation, because active and inactive actors (statnum 1 and 2) don't handle radius damage the same way.
- Fixed CANON actor, which when used, spawned too many projectiles, risking killing the player. Now when used, projectiles are spawned in a more reasonable rate.
- FEM10 and TOUGHGAL have correct animation when recovered from their shrunk state
- Fixed COMMANDER shrink bug
- And many other little things than I forgot...
I've archived the previous version.
fixed GAME CON.zip
It's perfect ! I will take this opportunity to correct all of this in my files.
I have two questions. Was the suggestion of jetpack sounds for the "Liztroop" already an idea for you or did you take my previous message into account? What exactly is file reformatting?
#88 Posted 13 April 2020 - 10:00 AM
When using the freezethrower against a pigcop, if they go into the crouch/prone/whatever state: in one version (current), autoaim will track the target and react accordingly. In another (older), the projectiles will keep shooting at where the center of the pig used to be. (yes I use autoaim but considering how spotty projectile collision detection can be at times, I like the extra insurance).
I'm legitimately unsure of which behavior is the right one, because I could see either as the bugged or correct version. Is it wonky hit detection making a target harder to hit? Or is this something a pig cop can do to protect itself? If it's the former then everything is working correctly as of now. But if it's the latter, then one of the recent changes broke it. If that's the case, I'm not sure what you could do about it but I figure it's worth bringing to your attention anyway.
#89 Posted 14 April 2020 - 12:13 PM
F!re-Fly, on 10 April 2020 - 10:37 AM, said:
1) I wanted to do it first, but I thought it was useless, and could cause problems. Then I saw your post and I thought "why not, I'll take the risk"
2) It's just reorganization by deleting empty spaces/lines, that kind of thing.
#90 Posted 14 April 2020 - 01:18 PM
Darkus, on 14 April 2020 - 12:13 PM, said: