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Beta Testing Thread for version 2.00

User is online   Trooper Dan 

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#151

View PostForge, on 09 April 2017 - 04:34 PM, said:

I haven't used mapster for a couple years. I could try, but it'll probably take me a day or two to remember how to do stuff. -and the map has to be compatible with my 2015 version because I don't know all the new color schemes and features, nor do I care to try to figure them out.


Don't worry about it, then. The current version which does not include this map will remain up for a while longer (probably another week).
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User is offline   Forge 

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#152

Alright. But if you get busy and need me to give it a shot, I'm still willing to try. I'll just have to re-read parts of the info suite to re-learn the tags and SE's. & things like which keyboard keys & combos do what.

This post has been edited by Forge: 09 April 2017 - 05:45 PM

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User is online   Trooper Dan 

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#153

View PostForge, on 09 April 2017 - 05:45 PM, said:

Alright. But if you get busy and need me to give it a shot, I'm still willing to try. I'll just have to re-read parts of the info suite to re-learn the tags and SE's. & things like which keyboard keys & combos do what.


I'm not a level designer and I know very little of that stuff anyway, so even with your rust, the fact that you are an experienced mapper with some high quality maps under his belt makes you far better at that than me! In other words, go ahead and give it a go if you get the chance. Of course, Loke retains veto power over anything done to his map.
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User is offline   Forge 

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#154

Does Loke have time to make edits?
Or does he at least have time for input before I start - I don't want to mangle his work or do something that he doesn't approve of.

I can try to do some of the architectural stuff you suggested, like the blast walls, moving walkways.
Also remove the timed door closing. Maybe shift some of the assets around a bit and add some more spawns spaced out along the walks back to the hub.
But since I'm using an old version of mapster, you may have to go back and change some of the enemies around so they match the tile # of the SW enemies & maybe some of the texturing on any structuring I add.

This post has been edited by Forge: 09 April 2017 - 07:42 PM

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User is online   Trooper Dan 

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#155

View PostForge, on 09 April 2017 - 07:34 PM, said:

But since I'm using an old version of mapster, you may have to go back and change some of the enemies around so they match the tile # of the SW enemies & maybe some of the texturing on any structuring I add.


The map is 100% vanilla, it does not contain any SW enemies or SW textures. All conversion happens after my code gets hold of it at run time. When it comes to textures, some Duke textures are converted to SW textures, and some are not (a lot of the high-tech textures are left as-is). With enemies, all Duke enemies have a high chance to convert, but there is a random element. Some liztroops, enforcers and commanders will randomly not convert (by design). Most enemies have more than one possible outcome (for example, pigcops can become either gran or bossk). To take away the random element, you can put SW textures or enemies in the map directly, because those will not be converted, only Duke ones will.
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User is offline   Forge 

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#156

Right.
There is a lack of DTS1 - if these are to be deliberately added, then they will need to be specified.

This post has been edited by Forge: 09 April 2017 - 08:19 PM

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User is online   Trooper Dan 

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#157

View PostForge, on 09 April 2017 - 08:11 PM, said:

Right.
There is a lack of DTS1 - if these are to be deliberately added, then they will need to be specified.


You can just straight up add them to the map, or you can add newbeast (newbeast always becomes DTS1).
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User is offline   Fantinaikos 

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#158

Maybe it is hard to find maps that completely satisfying us because we still search in vanilla territory, there a good quantity of Dukeplus exclusive maps that can be used, I'm even sure that exist several clean game version of those. It may be necessary change some map triggers to avoid eventually dead ends but for all the rest Dukeplus and Duke Forces share many features each other.

This post has been edited by Fantinaikos: 10 April 2017 - 06:35 AM

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User is offline   Forge 

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#159

View PostTrooper Dan, on 10 April 2017 - 02:13 AM, said:

You can just straight up add them to the map, or you can add newbeast (newbeast always becomes DTS1).

and what if i want to put a walker patrolling around the room full of crates? what's the equivalent in vanilla?

This post has been edited by Forge: 10 April 2017 - 06:51 AM

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User is offline   Fantinaikos 

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#160

View PostForge, on 10 April 2017 - 06:50 AM, said:

and what if i want to put a walker patrolling around the room full of crates? what's the equivalent in vanilla?


I do not think there is because it uses the empty slots of TILES015 so it could be a custom spawn made for Duke Forces, but try Riot Tank that is also associated with the Recon Vehicles.
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User is offline   Forge 

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#161

I dropped my old copy of mapster into the duke forces folder and it seems to work fine & pick up all the tiles and make them available (though it crashes if I scroll past the last set).

Here's an issue with this map - it's about 4 walls from being maxed out - I can do no sector work to it without removing things to get assets.
So no blast walls, the corridor(s) that do have some sector work to use as a potential moving walk will need a mid-point break in the first section, and the odd sector /wall placement in the second portion would require more sectors and walls to make a walk work.

edit: I went around and removed some of the outdoor items that couldn't be seen from any of the view ports and removed some of the things that could be replaced with sprites - like all those computer screens in the control room where the yellow key is - and I still only came up with about 50 walls. I'm not sure that's going to be enough for everything.

The majority of the walls and sectors are for trimwork - if I start digging into those it will seriously mess with the appearance of the map.

I'm not going to start raping this level haphazardly without some input. What do you want to do Dan?

This post has been edited by Forge: 10 April 2017 - 09:21 AM

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User is online   Trooper Dan 

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#162

View PostForge, on 10 April 2017 - 07:38 AM, said:

I'm not going to start raping this level haphazardly without some input. What do you want to do Dan?


Don't rape the map. Forget about blast shields. If you want to add a walker in the big crate room, the tile is 3925. To give it a patrol path, you use tile 6398 (which looks exactly like a locator) and you give those babies lotags, starting at zero such that the last of them can loop back to the first (just like a path of regular locators).

If all we had was some spiced up gameplay due to a somewhat different assortment of enemies, and those timed doors became not timed doors, that would be pretty cool. Still a lot better than the other map, and very fine looking.
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User is offline   Fantinaikos 

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#163

Think we can introduce the new but now canonic Shore Troopers into the mod for beach and tropical themed maps later? Not even that hard to spriting, what is it in the end? A beige colored Scout Trooper with a pair of large pants. The only logistic problem I can imagine is how prevent that the game counfuse beach sand with desert sand cuz we have Field Troopers ready for that.

I dunno about the Imperial Intelligence Death Troopers... perhaps as a direct replacement for one Dark Forces enemy instead of an addition.
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User is online   Trooper Dan 

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#164

View PostFantinaikos, on 10 April 2017 - 12:07 PM, said:

Think we can introduce the new but now canonic Shore Troopers into the mod for beach and tropical themed maps later? Not even that hard to spriting, what is it in the end? A beige colored Scout Trooper with a pair of large pants. The only logistic problem I can imagine is how prevent that the game counfuse beach sand with desert sand cuz we have Field Troopers ready for that.

I dunno about the Imperial Intelligence Death Troopers... perhaps as a direct replacement for one Dark Forces enemy instead of an addition.


This should go in a different thread. It's not a beta testing question. When it comes to adding more enemy variants, I think that's something that should happen with maps made specifically for Duke Forces, so mappers can put them in manually (which may or may not ever happen in a later version). Otherwise it complicates the code too much without much benefit.
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User is offline   Fantinaikos 

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#165

It's is rare but sometimes it occur that Tusken slowing web effect won't go away, most of the time when you receive more than a web attack. I suppose it is related to a some kind of time resetting thing.

Quote

This should go in a different thread. It's not a beta testing question


It can happen to fall in confusion when there is more than two topic created for talk of the same specific aspects. What did not work in the system "Beta issue in PM, all the rest in public threads"?
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User is offline   Forge 

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#166

View PostTrooper Dan, on 10 April 2017 - 11:23 AM, said:

Don't rape the map. Forget about blast shields. If you want to add a walker in the big crate room, the tile is 3925. To give it a patrol path, you use tile 6398 (which looks exactly like a locator) and you give those babies lotags, starting at zero such that the last of them can loop back to the first (just like a path of regular locators).

If all we had was some spiced up gameplay due to a somewhat different assortment of enemies, and those timed doors became not timed doors, that would be pretty cool. Still a lot better than the other map, and very fine looking.

I'm doing what I can with enemies and assets, but I do run into some aspects that are annoying.
I'll add a DTS1 using its specific picnum, but half the time it still changes into something else when I actually test the map.
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User is online   Trooper Dan 

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#167

View PostForge, on 10 April 2017 - 03:38 PM, said:

I'm doing what I can with enemies and assets, but I do run into some aspects that are annoying.
I'll add a DTS1 using its specific picnum, but half the time it still changes into something else when I actually test the map.


I'll look into it. If the DTS1 uses the same picnum that newbeast did, then I could see why that might happen (although even then it shouldn't).
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User is offline   Forge 

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#168

Since it was mostly just adding, deleting, or moving enemies and assets, the editing didn't really tax my memory too much - at most just had to remember how to tag sprites

This post has been edited by Forge: 10 April 2017 - 08:25 PM

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User is online   Trooper Dan 

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#169

View PostForge, on 10 April 2017 - 07:51 PM, said:

Since it was mostly just adding, deleting, or moving enemies and assets, the editing didn't really tax my memory too much - most just had to remember how to tag sprites


Cool, I'll check it out soon.
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User is offline   Fantinaikos 

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#170

Finished the new custom version of the Baptized by Forge, it is surely more ergonomic than Moonbase and it gives fun challanges and better placed enemies, only flaw is a bunch of switches too near to the elevators causing situation like "Door open-Elevator up".

Slow motion perk should be assigned by a different key combination, double pressing on Interact is quick but often you activate it unintentionally even during simple actions like press a button or open a door. It not consume force energy I know but I want to use when I actually need it.
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User is online   Trooper Dan 

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#171

View PostFantinaikos, on 11 April 2017 - 05:28 AM, said:

Slow motion perk should be assigned by a different key combination, double pressing on Interact is quick but often you activate it unintentionally even during simple actions like press a button or open a door. It not consume force energy I know but I want to use when I actually need it.


What if I made the timing more strict, so you had to press the button faster to activate it? EDIT: I changed the number of button taps from 3 to 4, and reduced the time required between presses. It's still easy enough to activate, but much less likely to happen by accident.


This post has been edited by Trooper Dan: 11 April 2017 - 09:39 AM

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User is offline   Fantinaikos 

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#172

Perhaps it would be more practical to keep press the interact key more than 2 seconds to activate it but I suppose that would conflict with all other force mechanics that require this. Let's try the time strict first.

EDIT:

Quote

I changed the number of button taps from 3 to 4, and reduced the time required between presses. It's still easy enough to activate, but much less likely to happen by accident.


That was fast.

This post has been edited by Fantinaikos: 11 April 2017 - 09:45 AM

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User is online   Trooper Dan 

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#173

View PostFantinaikos, on 11 April 2017 - 09:39 AM, said:

Perhaps it would be more practical to keep press the interact key more than 2 seconds to activate it but I suppose that would conflict with all other force mechanics that require this. Let's try the time strict first.


Yeah, so as it says in edit above, it will now be 4 presses instead of 3 and they must be closer together. Holding the key down for a long time is not practical when getting shot at and it would cause the slow time effect to start when using force choke/pull/lightning
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User is offline   Forge 

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#174

Even when the Sith are blocking force lightning - the player is still gaining health points from using it on them.
Same for the DTS1.

This post has been edited by Forge: 11 April 2017 - 04:21 PM

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