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Chip
08-20-2005, 03:54 PM
After a few major incidents I've had resently I have lost track of alot of things that I was currently doing before.

So picking up from where I left off.....




1. There hasn't been a new release of Eduke32? I have 2005 0530 (that's the zip file name)


// Con editing help

2. I was in the middle of making multiple weapons for each number. I started making a second shotgun but I can only ever get one shotgun (The first one) In addition to this I have encounterd global weapon errors which I'll would like to fix before moving on with the second shotgun.

Error is that after once I run out of ammo for a weapon it will always select me back to mighty foot thinking that I have no more ammo for any other weapon when I actually do.


3. Cstat 259 makes an actor blockable and partially transparrent (equivlent to pressing T once through mapster or build).
What cstat number makes an actor blockable and highly transparrent? (equivlent to pressing T twise thought Mapster or build)?


4. The cyclord emperor has a very distinct attack "it shoots towards you but not at you" and even if you stand still it does it so it has nothing to do with "faceplayerslow", I would like one of my actors to do this but how? Is there an actuall way to do this through con editing?



// Eduke32 questions.

5. Will eduke32 ever get an option to allow a projectile to home ON TO THE PLAYER by simple adding a number to the projectile's flag like you do with everything else to make a projectile do what you want?
Yes I have allready made a homing weapon but it's far too primitive conpaired to the projectile system.
A simple thing to do is make a number that has a built in "faceplayerslow" and another number that has "faceplayer".


6. My maps crash because of too large sectors (check thread "havce I pushed build to its limits" in the build help section) WIll Eduke32 ever get better support for these large memory filling maps?

P.S: JF SW crashes for the exact same reason on the last level of SW - the volcaneo has a very large outside sector which crashes the game. Now this never happend with the original old dos versions.








I'll make a new thread for when I want help in making multiple weapons for same numbers, or find my old thread of it.
I'll do this since it'll take a lot of help to get it to work successfully.

TerminX
08-20-2005, 08:23 PM
Chip said:
1. There hasn't been a new release of Eduke32? I have 2005 0530 (that's the zip file name)


Considered checking the site? 1.2.3 (20050611) is the newest. 1.3.0 will probably be out sometime in the next month.


Error is that after once I run out of ammo for a weapon it will always select me back to mighty foot thinking that I have no more ammo for any other weapon when I actually do.


That's a problem in your .cfg, not the game. Find the section relating to weapon order preferences. I had this problem at one point myself and it turned out that the same weapon was in the ordering twice, messing things up.


3. Cstat 259 makes an actor blockable and partially transparrent (equivlent to pressing T once through mapster or build).
What cstat number makes an actor blockable and highly transparrent? (equivlent to pressing T twise thought Mapster or build)?


Add 512 to the cstat, IIRC. There's a cstat page on the EDukeWiki that you could've checked to answer this.


5. Will eduke32 ever get an option to allow a projectile to home ON TO THE PLAYER by simple adding a number to the projectile's flag like you do with everything else to make a projectile do what you want?
Yes I have allready made a homing weapon but it's far too primitive conpaired to the projectile system.
A simple thing to do is make a number that has a built in "faceplayerslow" and another number that has "faceplayer".


You could always find the nearest player and face towards it using event 64, which gives direct control over all objects in the game.

Chip
08-22-2005, 05:33 AM
Quote:
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Error is that after once I run out of ammo for a weapon it will always select me back to mighty foot thinking that I have no more ammo for any other weapon when I actually do.


--------------------------------------------------------------------------------


That's a problem in your .cfg, not the game. Find the section relating to weapon order preferences. I had this problem at one point myself and it turned out that the same weapon was in the ordering twice, messing things up.



When I checked the cfg I don't recall seeing any duplicated numbers but I can always just delete the cfg and then re define all keys again.



// Some other questions I forgot about

Zooming:- I did make a thread about this some time ago but since it's proberbly lost I'll say here,
Is there a successfull way to make a zooming feature?
Originaly increaseing DUke's size gave this illusion but the crosshair never actually pointed at where you would shoot.

Item acknolagment:- Is there a way / keyword / something that can be used to do something when an item is in use I.E: ifponsteroids will allow something to do when the player is using steroids so is there a something like this for nightvision goggles? or jetpack?


Changing music:- I make good use of the music coomand words but the problem I remember is that when an actor forces a new music track to be played - if you were to then save the game and re-load, the new music track will no longer be playing which is quite annoying when I include this feature on my end boss but if you were to die whiles fighting it then reload to a saving then its back to the defeault level music.
Will a feature ever be made so that when a newly set music track from ana actor is played that it will also save this information when you save a game? So when you re-load it'll be playing that new music track rather then level deafult.

Usurper
08-24-2005, 08:15 PM
Zooming:- I did make a thread about this some time ago but since it's proberbly lost I'll say here,
Is there a successfull way to make a zooming feature?
Originaly increaseing DUke's size gave this illusion but the crosshair never actually pointed at where you would shoot.



There's a setaspect command in eduke32. It won't autocorrect the aim of your weapons though. You'd have to do some math and use zshoot to get the trajectory right.

Syntax: setaspect <var1> <var2>

Defaults: var1=65535, var2=78643.


Item acknolagment:- Is there a way / keyword / something that can be used to do something when an item is in use I.E: ifponsteroids will allow something to do when the player is using steroids so is there a something like this for nightvision goggles? or jetpack?



There are events for telling if you've activated NVG or Jetpack. Can set a var when that event is called. There's also a simple con check for ifp pjetpack that's fairly elementary.


Changing music:- I make good use of the music coomand words but the problem I remember is that when an actor forces a new music track to be played - if you were to then save the game and re-load, the new music track will no longer be playing which is quite annoying when I include this feature on my end boss but if you were to die whiles fighting it then reload to a saving then its back to the defeault level music.
Will a feature ever be made so that when a newly set music track from ana actor is played that it will also save this information when you save a game? So when you re-load it'll be playing that new music track rather then level deafult.



Savegames should store a var. Have your code check a var to determine what track to play. Don't think you can start mid-track, but you'd get the right music.

Chip
08-25-2005, 07:35 AM
Savegames should store a var. Have your code check a var to determine what track to play. Don't think you can start mid-track, but you'd get the right music.



So how do I make it work out what music is currently being played by a simple var?
Because from what I'm thinking it will either continuasly repeat the music track's first mili second or habing a huge sound gap when I re-load the game. Basically the var thing wont work.
Yes I know I'm not explaing doesn't entieliy make sence but I cant do any better. sorry.

Overall how do I make it so when I save and reload the game after the music has been changed, how do I make it play the last music that was set?
I cant see how making it run on a var will make it work.



Oh and - after downloading the latest Eduke32 my maps with huge sectors no longer crashes, this has either been fixed or I'm just being very lucky.
TerminX could you comment on this? Have you done something? I have read nothing about this in the list of changes.

Boinky
08-25-2005, 09:33 AM
this is a very elementary way to put this, and Im not sure its possible to do w/o modifing the source but you would just make the last track played stored inside the save function, this would probably cause you to have to either do an override on the play music function or a rewrite on it, b/c Im pretty sure it will immediately load up the original music from the level after you load your music... I havent looked at the Duke3d source so I could just be talking out my arse, but on another project I had a similiar issue.

Chip
08-26-2005, 05:32 AM
It looks like it requires modding the socre code which I'm staying away from.

Boinky
08-26-2005, 11:43 AM
Sry to hijack your questions chip.. But is there any intent for future versions of Eduke to come out w/ the option to actually override the internals of Duke3d.. My current project works w/ a script function and when you start up the executable, it compiles all the fils in the script folder and creates a script.dll which it then loads w/ the executable.. This only takes a matter of seconds to do. *This obviously would have to be a bit different w/ JFDuke* I know that Con code is slightly different then C so it probably wouldnt work to well inside the Con code, but it would help for poeple who actually want to *mod* Duke to its best while maintaining the integrity of the Eduke executable..

TerminX
08-26-2005, 04:15 PM
Boinky said:
Sry to hijack your questions chip.. But is there any intent for future versions of Eduke to come out w/ the option to actually override the internals of Duke3d.. My current project works w/ a script function and when you start up the executable, it compiles all the fils in the script folder and creates a script.dll which it then loads w/ the executable.. This only takes a matter of seconds to do. *This obviously would have to be a bit different w/ JFDuke* I know that Con code is slightly different then C so it probably wouldnt work to well inside the Con code, but it would help for poeple who actually want to *mod* Duke to its best while maintaining the integrity of the Eduke executable..


This doesn't really make sense. EDuke32 is event oriented, meaning that when certain bits of code in the game are executed, a corresponding event in the CON files is triggered, allowing you to override what certain functions in the code are doing. Considering that you can go as far as to create sector based vehicles in EDuke32 CONs, I don't see why what you're requesting is needed nor will I commit to wasting time on it. Perhaps you should either familiarize yourself with the capabilities of EDuke32 prior to asking for features or re-word your question, because I'm not really seeing any use for what you asked for.

You are, however, welcome to do it yourself and submit a patch. Open source, yay.

Boinky
08-26-2005, 05:37 PM
Hrm, good point TX.. Wasnt aware of the full capabilities of Eduke.. I knew that it wasnt as limited as Stand Alone Duke3d, but I didn't know that you could override actual source code in it. Also I now remember you saying something a long the lines of you had changed Con so that it more closely resembles C.. So I'll get started on pulling my foot out of my mouth http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif

TerminX
08-26-2005, 05:47 PM
I wouldn't say it resembles C (it still quite resembles the ass backward mix and match bastard language that it is, but at least internal improvements have been made), but you can do a lot of cool stuff with it.