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Reputation: 238 My posts turn threads into gold
Group:
Members
Active Posts:
329 (0.11 per day)
Most Active In:
Everything EDuke32 (267 posts)
Joined:
07-May 09
Profile Views:
13,121
Last Active:
User is offline Oct 09 2017 08:25 AM
Currently:
Offline

My Information

Age:
27 years old
Birthday:
June 4, 1990
Gender:
Not Telling Not Telling
Location:
St. Petersburg, Russia

Contact Information

E-mail:
Click here to e-mail me
Website URL:
Website URL  http://lzg.duke4.net
ICQ:
ICQ  355591824
Skype:
Skype  the_lezing

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Posts I've Made

  1. In Topic: [RELEASE] Spacetronic

    29 July 2017 - 08:01 PM

    A massive, awe-inspiring, and pretty intricate level which reminds me of some of Zaxtor's maps. It plays somewhat like classic Doom maps put into a new setting, more realistic feel with more diverse gameplay elements. I like the quest you've put into it, where you collect some parts for the spaceship. A reasonable amount of non-linear mechanics really adds to the feel. Maps made with a lot of fun are always enjoyable. ;)
  2. In Topic: How to read a .MAP file in code

    14 July 2017 - 09:53 AM

    Ken has his directions to read Build maps written in terms of C coding, but reading and interpreting his map format is pretty much straightforward as far as you're familiar with structures, bitfields, and integer types. Of course, there are some peculiarities which need to be taken into account (for example, all Z coordinates are scaled by a factor of 16 compared to horizontal coordinates). Perhaps you'll figure most things out using trial-and-error approach. Good luck with your app!
  3. In Topic: Scale

    07 July 2017 - 10:17 PM

    According to my experience, consistent scaling to about 400 units per meter gives fairly authentic level geometry (resulting in default texel size of 4 cm and one 'pud' being 16 cm). The only drawback is that Duke's collision box is a bit too wide as compared with his height.
  4. In Topic: Need help with CON code

    07 July 2017 - 06:30 PM

    That was based on my old bike code dating back to 2006, but it relies on Duke built-in collision detection which is prone to glitches and apparently isn't very good for vehicle physics. You can see that even the bike from DNF 2013 keeps penetrating into walls and hanging mid-air on some occasions. One should try a more advanced physic model to do this without such problems.
  5. In Topic: EDuke32 Scripting

    24 June 2017 - 10:08 PM

    View PostDavid B., on 24 June 2017 - 05:27 AM, said:

    Opening is solved but nothing happens when I hit space for closing the door, the sound is not played neither so it ignores totally the second part of the script.
    I tried also 'savegamevar' & 'readgamevar' for "closed 1" thinking it didn't record its value, with no result.

    It isn't supposed to happen, since all your code is placed inside the "ifaction 0" condition. Action 0 is the default action for an actor, which can be used to initialize its properties, and as soon as you switch to another action (opening animation), that code is never executed again. Your door actually should have four different states, as actor animations keep looping forever after reaching last frame. Use "ifactioncount" to check for the right time to stop opening animation and put the actor into a fixed opened state (separate action, 'closed' variable isn't needed), from which it can begin closing.

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