10-25-2004, 03:58 PM | #41 |
Re: Map Hacks
This is good for now, but Ive already thought of a problem with it.. What about sprites that are already rotated.. Lets say you got two fire extinguishers on opposite walls, soon as you rotate one, you rotate both, then one is now right, and the other wrong.. Dunno how its gonna work out, but I see that as a future problem.
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If you give a man a jingle, he'll jingle for a day. If you teach a man to jingle, he'll jingle all the way! I got a fever. And the only prescription, is more cowbell. |
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10-25-2004, 04:17 PM | #42 | |
Re: Map Hacks
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10-25-2004, 04:25 PM | #43 | |
Re: Map Hacks
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10-25-2004, 04:32 PM | #44 |
Re: Map Hacks
I see. oh wells
__________________
If you give a man a jingle, he'll jingle for a day. If you teach a man to jingle, he'll jingle all the way! I got a fever. And the only prescription, is more cowbell. |
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10-25-2004, 04:34 PM | #45 | |
Re: Map Hacks
Quote:
Find two sprites in a level that look the same and check them out, you will see they have seperate sprite numbers. When you create a new level, the first sprite you place in your level will be sprite number 1, the second will be sprite number 2 and so on... it doesn't matter if they're the same or not. When I rotate sprite #45, only that sprite (not all tiles that look the same) is rotated.
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"My general feeling is that computers are doing more harm than good." - Jay Miner ("father" of the Amiga) |
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10-25-2004, 04:47 PM | #46 |
Re: Map Hacks
I put all the maphacks mentioned in this thread so far in this zip for downloading: MAPHACKS.ZIP
Edit: I added the following maphacks to E1L2 and updated my maphacks.zip file with them. // Fire Hydrant sprite 797 angoff -512 // Sixpak (health) sprite 0 angoff -512 sprite 44 angoff -256 sprite 153 angoff -256 sprite 155 angoff -768 sprite 156 angoff -256 sprite 162 angoff -512 sprite 180 angoff -768 // Firstaid sprite 823 angoff -1152 // Armor sprite 189 angoff -512
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"My general feeling is that computers are doing more harm than good." - Jay Miner ("father" of the Amiga) |
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10-27-2004, 10:33 AM | #47 |
Re: Map Hacks
Here are the maphacks for the entire Episode 3 including keycards, boots, hidden switches, armors, big and small health packs and some steroids.
(Click on the Attachment) |
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10-27-2004, 11:56 AM | #48 |
Re: Map Hacks
Special thanks to Renegado and Night Hacker! You guys are great at noticing model positional errors! Oh and Renegado, I passed along the address to your Spanish Duke Nukem site to my Spanish speaking Brother-In-Law. It's been quite helpful.
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10-28-2004, 02:36 AM | #49 |
Re: Map Hacks
here's one I came up with when I updated the spacemarine model (just made it appear more centered to where the original sprite was) it's the ripper behind the spacemaine for the model in most modelpacks
Code:
// ripper behind spacemarine sprite 564 angoff 266 |
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10-28-2004, 12:17 PM | #50 |
Re: Map Hacks
The ripper isn't a 3D model, it is still a sprite so rotating it won't make a difference. It always faces you no matter what. It may help in the future when a 3D model is made for it I guess, but you can't tell which direction to rotate it until you actually have a 3D model to look at.
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"My general feeling is that computers are doing more harm than good." - Jay Miner ("father" of the Amiga) |
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10-28-2004, 12:45 PM | #51 | |
Re: Map Hacks
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12-15-2004, 07:02 PM | #52 |
Re: Map Hacks
Before I go and roll my own, does anyone have maphack files for the 1.3D Full Version? All of the files I've found so far are for the Atomic Edition, and the sprite numbers are all off. Using the files "as is" would cause the wrong sprites to be rotated! I personally don't want any paper-thin hand dryers or signs sticking out of the wall at an angle.
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12-16-2004, 06:12 AM | #53 |
Re: Map Hacks
Good ting that you spoted this, this will be impordant when making the installer, where did you find the hack files, i think i maby missing a bunch, also if you do find some for normal duke please do tell so, if not most ppl that posted here gave a preaty decent discription ow witch sprites had the issues.
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hell-angel: "I would sig this if I had the room." Duke 3D art to do list New and improved. |
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12-16-2004, 06:57 PM | #54 |
Re: Map Hacks
I looked at both Night Hacker's and Renegado's files, both seemed to be for the Atomic Edition. I have to admit though, I only really looked at the episode 1 files. At least in the first level, I can tell that all of my 1.3D sprite numbers are off by a value of two (IE my fire hydrent is 213 where the maphack file has 215).
One thing I noticed is that there are two different versions of the large health out there. There is one called "mh_0052.md2". I don't know made it, but I got it from the first texture pack I download at Terminx's page. The other is Sky Fox's "sixpack.md2". Both seem to have different orientations, and need different rotation values in the maphack file. I think the maphack files seem to be coded for the former rather than the later. |
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12-16-2004, 07:38 PM | #55 |
Re: Map Hacks
Does that really matter? It's a bottle!
I personaly think if the models themselves were oriented more realisticly, a lot less map-hacking would be neccessary. Not that the current models are bad, they're just very true to the original sprites. But i'ts kind of creepy when 3D keycards stand on end. Maybe I'll just floor-align them all via con-hacking. |
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12-16-2004, 07:48 PM | #56 | |
Re: Map Hacks
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12-16-2004, 07:53 PM | #57 |
Re: Map Hacks
I meant the sprites dude.
(They'll just revert to the sprites if I try to floor-align them with the models set up right?) |
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12-16-2004, 09:53 PM | #58 |
Re: Map Hacks
Come on, sometimes they are hard to recognize if they are facing the wrong way. I edited my Sky Fox sixpack to include the red cross on the opposite side, and brightened it up a bit. That helped a lot.
I am more concerned about the differences in the sprite numbers. |
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12-16-2004, 10:29 PM | #59 | |
Re: Map Hacks
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01-07-2005, 02:20 PM | #60 |
Re: Map Hacks
Here is my first maphack :
//e4l1 maphack // Invisible switch under the bloody handprint to secret room behind the kitchen. sprite 288 notmd2 // Invisible switch behind hand dryer in toilet. sprite 668 notmd2 One problem is that all of the maphacks works only after new game started, and not functioning with savegames, even if they was saved after maphacks was applyed.I start new game with maphack, go to the place were some 3d switch sould be hidden (nomd2) or toilet turned (angoff), and everythings works fine, no trace of swithc etc. After that I save game, exit the game, start it again and load this save - and maphacks not working! All switches are visible as before and so on. Nobody mentioned this so far, as I recall.I not sure, maybe I'm only one who have that problem? Everything else apart from this works perfectly so far... |
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01-08-2005, 12:01 AM | #61 |
Re: Map Hacks
Which version is your maphack for, Atomic or no?
(this is important to mention as the sprite numbers are different on some levels)
__________________
"My general feeling is that computers are doing more harm than good." - Jay Miner ("father" of the Amiga) |
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01-08-2005, 12:59 AM | #62 | |
Re: Map Hacks
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01-08-2005, 01:54 AM | #63 |
Re: Map Hacks
Save games contain the map itself and the cons that were running when the game was saved.
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01-08-2005, 03:29 PM | #64 | |
Re: Map Hacks
Quote:
Lets hope that next port version will have better support of maphacks. Also, it would be wizer to keep them in separete folder or in one file..... Hey, Jonathan, that do you say? |
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01-09-2005, 06:44 AM | #65 |
Re: Map Hacks
This can be done by putting them in a zip file and then start duke with /g "name of zip file". This is the main reason I wanted to have eeryting in a zip file in my pack but as there are problems with textures on the models when they are in a zip file I am not sure how to organize it right now.
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01-09-2005, 02:25 PM | #66 |
Re: Map Hacks
afaict savegames do not load the map as such they load the game state which was built from the map the cons the gamecode the play so far etc.
they load the current state of the game including where sectors are so not all info from the map will nessacerally be there and it probablly won't be in something recogniseable as a map format. |
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01-14-2005, 11:20 AM | #67 |
Re: Map Hacks
Episode 3 updated (with all the latest ammo models).
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01-16-2005, 11:33 PM | #68 |
Re: Map Hacks
E1L1 Atomic
//dont have time to play with my self sprite 298 notmd2
__________________
hell-angel: "I would sig this if I had the room." Duke 3D art to do list New and improved. |
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02-04-2005, 12:45 AM | #69 |
Re: Map Hacks
//E1L1
//Holoduke on 2nd floor (Atomic edition) sprite 297 angoff +1024 |
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02-13-2005, 01:43 PM | #70 |
Re: Map Hacks
E4L1
// Invisible switch on the monitor with "comet".(Atomic Ed.) sprite 624 notmd2 E4L9 // Invisible switch behind the clock.(Atomic Ed.) sprite 1131 notmd2 |
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02-13-2005, 02:07 PM | #71 | |
Re: Map Hacks
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02-16-2005, 01:55 PM | #72 |
Re: Map Hacks
It seems that maphacks are stored in savegames now. At least I noticed that they are working after loading freshly saved games.
//Atomic edition // blue key card sprite 136 angoff -768 Edit: e4l1 |
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02-16-2005, 03:30 PM | #73 |
Re: Map Hacks
Uhhh, What level is that for???
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I never got to know half of you half as much as I'd have liked, and I never liked half of you half as much as you deserved. Christian Death Metal FTW! |
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02-18-2005, 02:58 AM | #74 |
Re: Map Hacks
//e4l1 Atomic edition
//Freezer in a freezing room sprite 47 angoff -512 //Sixpak in a freezing room sprite 9 angoff -512 Somehow some of the maphacks e1l2 (sixpaks) appeared not for atomic edition, so they screwed up shotgun & RL hud model. I'm afraid there is more mistakes of this kind... |
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02-19-2005, 06:34 AM | #75 |
Re: Map Hacks
//E1L4 Atomic
// blue key card sprite 247 angoff -768 |
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02-19-2005, 10:28 AM | #76 |
Re: Map Hacks
e1l1 atomic
//secret shotgun sprite 44 angoff -512 //shell 1 behind the sceen sprite 112 angoff -1280 //shell 2 behind the sceen sprite 113 angoff -768 e1l2 //chain ammo sprite 754 angoff -512 //Armor on balcony sprite 367 angoff 256 //Weapon check shotgun sprite 391 angoff 512
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hell-angel: "I would sig this if I had the room." Duke 3D art to do list New and improved. |
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02-19-2005, 11:42 AM | #77 |
Re: Map Hacks
Ekhm, maybe someone can host a file with all of the maphacks?
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02-19-2005, 09:35 PM | #78 |
Re: Map Hacks
Renegado is already doing that.
http://dukespana.webcindario.com/jonof_others.html all the map hacks are also included in the high res packs. (the ones that me and parker are making)
__________________
hell-angel: "I would sig this if I had the room." Duke 3D art to do list New and improved. |
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02-20-2005, 04:41 AM | #79 |
Re: Map Hacks
Thanx.
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02-20-2005, 08:43 AM | #80 |
Re: Map Hacks
//e1l2 Atimic
//RPG in watch room niche sprite 192 angoff -512 //e2l2 Atimic // Shotgun in the niche sprite 525 angoff 512 //e2l3 Atomic //RPG in niche sprite 782 angoff 512 |
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