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45 (0.07 per day)
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Duke Nukem 3D maps & level editing (19 posts)
16-November 16
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Topics I've Started

  1. Floor (texture) alignment help

    12 February 2018 - 07:14 PM

    I'm hoping someone more knowledgeable than me can shed some light on this.

    Basically I'm trying to get a road texture to align correctly with road sectors. The top section of the attached image shows the basic plan of the road.

    With sector A I was able to press "R" on the road and the texture conformed to the sector shape. Likewise with sector C.

    However sector B, which is a mirror opposite of sector A will not align correctly. Now I'd be willing to let this slide, but sector B is the exact same angle/shape as sector C. And Sector C aligns fine. So I know that it's within the realm of possibility to get the texture to line up correctly.

    Pressing "F" on sector B only gives me the two options pictured (2nd pic)

    Are there any tricks that people use to align floor textures?
  2. Noobie coding question

    20 January 2018 - 03:45 PM

    I've got a really basic problem that I can't seem to figure out. Basically I've been adding my own custom artwork to the AMC TC GRP file. Certain tiles are assigned special values; for instance in TILES017.art tilenum 4361 is defined as "DUCK" (this is one of the ducks from the atomic edition babeland level).

    Now I've gone into the AMCDEFS file and have added // in front of the line that defines the DUCK object;

    define DUCK 4361


    //define DUCK 4361

    However I now get an error message that "Error(s) found in game.com. Do you want to use the internal defaults?"

    So obviously this DUCK object is referenced elsewhere in a code file. However I've searched through every file in the /CODE folder and searched for "DUCK" or the tilenum "4361" and can't find any reference to it. I'm clearly looking in the wrong place right?
  3. Questions about AMC cut-scene camera

    14 January 2018 - 03:47 AM

    Hey guys

    I recently started playing around with the cut-scene functionality of the AMC TC for my own mod I'm working on. I've got two questions;

    1) Is it normal that the camera can only "hear" certain sounds? For instance, I've got a MusicandSFX sprite in an area where the camera is located but it won't play the sound. If I enter this area in 1st-person mode I can hear it just fine. Having said that, there are some sounds that it will play, such as the sound of the sparks from the particle generator.

    2) Can a shaky-screen effect be achieved? I've set up the activators to set off a chain of earthquakes, and I can hear the earthquake sound in the background (so I know it has in fact activated) but the camera isn't affected.

  4. Sound glitches

    20 December 2017 - 02:59 AM

    Hi all,

    I've been experiencing a very annoying problem with one of my user maps. I'm using build version 5056 from the AMC TC 2 mod. Basically the sound effects in my map have started to behave erratically; for instance a door opening sound effect is being mixed up with a running water sound effect. Or there are areas in my map where sound effects are playing indefinitely on repeat (like a broken record).

    At first I believed that the problem was because I'd replaced some textures (from TILES016.art) which resembled computer control panels etc, and I thought that perhaps these particular textures were hard-coded to play ambient sounds when the player is in close proximity. However I reverted back to the original TILES016.art (that came with AMC TC) and the problem still persists.

    I understand that some people might request to look at my map to diagnose the problem but I'm a little protective of it at this stage, as I don't plan on releasing my maps for quite some time. (No offense to anyone)

    Has anyone experienced this problem before?
  5. Question for TROR pros

    14 October 2017 - 03:12 AM

    I've been working on several maps that use TROR for several months now, so I feel like I've got a basic grasp of how it works; however this particular issue has got me stumped.. Basically I'm trying to extend/edit a 'stack' (4 layers high) but when I add/attach new sectors to the stack I come across this problem where the ceiling/floor of the next layer remains. Is there a simple way to sort this out?

    The blue highlighted sections in the left image are the ceilings/floors that I'm referring to. The second image is just to illustrate where the boundary of the RoR layer ends. Just to be clear I want this added sector to be 'open' right up to the top of the stack.

    Thanks in advance guys.


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