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Reputation: 1240 My posts turn threads into gold
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Everything EDuke32 (668 posts)
04-July 11
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User is offline Dec 08 2018 07:02 AM

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  1. In Topic: EDuke32 2.0 and Polymer!

    08 December 2018 - 07:01 AM

     Micky C, on 07 December 2018 - 09:23 PM, said:

    I didn't think about potential irregularity. For the particular area I'm thinking of, the vast majority of the sectors are 4-sided and concave. It should be relatively straightforward to fix the remaining sectors. Essentially I'm trying to move a lot of sectors upwards, so it needs the activator (and possibly a speed sprite) in each sector.

    If it doesnt need to be centered just cycle through x,y coords by 5 or 10s and check to see if that sector has your necessary sprites added. If not add them, if it does move on. Very uneffiecient but practicle.
  2. In Topic: Those simple questions thread

    06 August 2018 - 01:21 PM

    View PostEchelon5, on 06 August 2018 - 12:44 PM, said:

    How would I go about adding unique item pickup sounds? You know, giving health their own sound, ammo, etc. I'm assuming it's somewhat similar to ZDoom, where you define a new set of sounds, then tell the pickup event to play the sound. I'm just not sure where to begin.

    It's a 2 part process, 1st you'll need to define your new sound in USER.CON/DEFS.CON, then in GAME.CON find the actor (item) you want to modify and set it to play the new sound.

    You'll be looking for stuff like this, also the wiki will be helpful http://wiki.eduke32.com/wiki/Scripting

    define SHOTGUN_FIRE                   109
    definesound SHOTGUN_FIRE        shotgun7.voc      0    512    254 0   0
    state getcode
      ifactor ATOMICHEALTH
        globalsound GETATOMICHEALTH
        globalsound DUKE_GET
      palfrom 16 0 32
        cstat 32768
    actor AMMO
        state respawnit
        ifp pshrunk nullop
          ifp palive
            ifcount 6
              ifpdistl RETRIEVEDISTANCE
            quote 65
            ifspawnedby AMMO
              state getcode
              state quikget
  3. In Topic: Ion Maiden

    21 July 2018 - 06:13 AM

    The .art file has a different header than original tiles##.art, it's possible that reading the source code you could learn how to open it, but it could be that Voidpoint wants to keep it locked and that code could be separated from public builds of Eduke32 very simply if they desired. I won't try to do it.
  4. In Topic: Eduke32: play with gamepad

    14 July 2018 - 04:25 PM

    Another desparate measure that I've had some success with is mapping the gamepad to mouse and keys with something like xmapper.
  5. In Topic: Sprites Disappearing

    14 July 2018 - 04:03 AM

    View PostMaisth, on 13 July 2018 - 04:16 PM, said:

    Why i do that its because the map has a lot of sprites and sectors, and since the sprites disappear when you are not on the main sector the solution i found was to change all the sprite's sectnum to the main one where the player will be able to see all of them.

    For your information, all sprites disappear when the player can't "see" the sector the sprite is in. It's not exactly about the player needing to be on the main sector as you say. I know its a tiny detail but it may help with your map making so I brought it up. Maybe you could join non-adjacent sectors (in expert mode) which will trick the game into drawing some sprites in situations where it normally will not.


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