If I wanted to make a small little mod for EDuke which adds new quotes for Duke (in addition to replacing the existing ones), what would be the easiest way of doing it?
I have never modded for EDuke before, and just a little for vanilla Duke so keep that in mind.
Thank you.
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[How to] code new quotes
#1 Posted 30 December 2016 - 10:17 PM
#2 Posted 31 December 2016 - 08:07 AM
CeeJay, on 30 December 2016 - 10:17 PM, said:
If I wanted to make a small little mod for EDuke which adds new quotes for Duke (in addition to replacing the existing ones), what would be the easiest way of doing it?
I have never modded for EDuke before, and just a little for vanilla Duke so keep that in mind.
Thank you.
I have never modded for EDuke before, and just a little for vanilla Duke so keep that in mind.
Thank you.
Similar to replacing quotes; go to your 'User.con' file and edit the definequote list and then add to them.
definequote 125 MY QUOTE 125
...
definequote 192 MY QUOTE 192
I think the maximum quote slots available are still limited to 192.
#3 Posted 01 January 2017 - 06:24 AM
I think limit is higher but the limit takes the available slots of "defines"
AMC TC and my mod has WAyyyyyyyyy over 192.
I think is old school Duke that only allow you 192.
I have close to 930 quotes.
AMC TC probably more.
Define sounds used to have limit.
Now is like quotes.
Takes the global define limit.
AMC TC and my mod has WAyyyyyyyyy over 192.
I think is old school Duke that only allow you 192.
I have close to 930 quotes.
AMC TC probably more.
Define sounds used to have limit.
Now is like quotes.
Takes the global define limit.
This post has been edited by Zaxtor: 01 January 2017 - 06:25 AM
#4 Posted 01 January 2017 - 06:51 AM
I think CeeJay means voice quotes, not the text strings that the CON language calls "quotes".
The first step in the process is adding new sounds to the game. These have two parts, a define statement that associates a name with an ID number, and a definesound statement that specifies the filename of the sound you want to play, and some other options.
As for how the sounds are played, this gets a little bit involved because you have to start digging into the procedural scripting language of the game. To start, look at "state jib_sounds" in GAME.CON. You can see many chained ifrnd commands that randomly choose between several sounds to play. You can fairly easily change this into a randvar call and a switch/case statement to make the code much cleaner, then you can simply increase the number of sounds possible.
This is not a very good explanation, but hopefully it's enough of a skeleton that you can do your own research by looking at the CON files, the Wiki, tutorials on RTCM, and so on.
The first step in the process is adding new sounds to the game. These have two parts, a define statement that associates a name with an ID number, and a definesound statement that specifies the filename of the sound you want to play, and some other options.
As for how the sounds are played, this gets a little bit involved because you have to start digging into the procedural scripting language of the game. To start, look at "state jib_sounds" in GAME.CON. You can see many chained ifrnd commands that randomly choose between several sounds to play. You can fairly easily change this into a randvar call and a switch/case statement to make the code much cleaner, then you can simply increase the number of sounds possible.
This is not a very good explanation, but hopefully it's enough of a skeleton that you can do your own research by looking at the CON files, the Wiki, tutorials on RTCM, and so on.
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