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Old 10-25-2004, 03:58 PM   #41
Boinky

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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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Old 10-25-2004, 04:17 PM   #42
TerminX

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Re: Map Hacks
Quote:
Boinky said:
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.
It doesn't work anything like that. That is to say it works nothing like that in any way, shape or form.
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Old 10-25-2004, 04:25 PM   #43
endmilled

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Re: Map Hacks
Quote:
Boinky said:
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.
A map hack only fixes one individual item. Each fire extinguisher would require a separate hack to change its rotation.
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Old 10-25-2004, 04:32 PM   #44
Boinky

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Re: Map Hacks
I see. oh wells
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Old 10-25-2004, 04:34 PM   #45
Night Hacker

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Re: Map Hacks
Quote:
Boinky said:
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.
The sprite number referred to in a maphack isn't a tile number like when you refer to a hires tile. It refers to a sprite number within a level. When you load up a level in build, point at any of the sprites on the level and press CTRL+TAB and you will see each one is assigned a sprite number, no matter what the tile number actually is.

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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Old 10-25-2004, 04:47 PM   #46
Night Hacker

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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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Old 10-27-2004, 10:33 AM   #47
Renegado
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)
Attached Files
File Type: zip 708229-e3maphacks.zip (3.1 KB, 83 views)
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Old 10-27-2004, 11:56 AM   #48
endmilled

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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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Old 10-28-2004, 02:36 AM   #49
noctrun
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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Old 10-28-2004, 12:17 PM   #50
Night Hacker

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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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Old 10-28-2004, 12:45 PM   #51
TerminX

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Re: Map Hacks
Quote:
Night Hacker said:
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.
You must have missed the part where he said it was for the ripper model that's in most model packs. I guess you missed the ripper model, too.
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Old 12-15-2004, 07:02 PM   #52
Phrygian
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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Old 12-16-2004, 06:12 AM   #53
Killd a ton

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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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Old 12-16-2004, 06:57 PM   #54
Phrygian
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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Old 12-16-2004, 07:38 PM   #55
Dr. Kylstien
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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Old 12-16-2004, 07:48 PM   #56
TerminX

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Re: Map Hacks
Quote:
Dr. Kylstien said:
Maybe I'll just floor-align them all via con-hacking.
Floor aligning of models isn't yet supported.
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Old 12-16-2004, 07:53 PM   #57
Dr. Kylstien
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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Old 12-16-2004, 09:53 PM   #58
Phrygian
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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Old 12-16-2004, 10:29 PM   #59
TerminX

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Re: Map Hacks
Quote:
Dr. Kylstien said:
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?)
Correct.
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Old 01-07-2005, 02:20 PM   #60
Piterplus

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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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Old 01-08-2005, 12:01 AM   #61
Night Hacker

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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)
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Old 01-08-2005, 12:59 AM   #62
gungriffon geona

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Re: Map Hacks
Quote:
piterplus said:
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...
It might have to do with when the files are asked to be loaded. apparently all the Models and Textures are asked for by the program on-the-fly. However with the Maphacks are asked for before or when the map loads. Save games load the map but apparently bypass the step of loading the Maphacks. That seems to be the best explanation I can think of.
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Old 01-08-2005, 01:54 AM   #63
Usurper

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Re: Map Hacks
Save games contain the map itself and the cons that were running when the game was saved.
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Old 01-08-2005, 03:29 PM   #64
Piterplus

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Re: Map Hacks
Quote:
Night Hacker said:
Which version is your maphack for, Atomic or no?)
Sure, it for Atomic - E4.
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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Old 01-09-2005, 06:44 AM   #65
Parkar

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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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Old 01-09-2005, 02:25 PM   #66
peter_m_green
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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Old 01-14-2005, 11:20 AM   #67
Renegado
Re: Map Hacks
Episode 3 updated (with all the latest ammo models).
Attached Files
File Type: zip 763559-e3maphacks.zip (4.4 KB, 60 views)
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Old 01-16-2005, 11:33 PM   #68
Killd a ton

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Re: Map Hacks
E1L1 Atomic

//dont have time to play with my self
sprite 298 notmd2
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Old 02-04-2005, 12:45 AM   #69
Piterplus

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Re: Map Hacks
//E1L1
//Holoduke on 2nd floor (Atomic edition)
sprite 297 angoff +1024
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Old 02-13-2005, 01:43 PM   #70
Piterplus

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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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Old 02-13-2005, 02:07 PM   #71
ikkejw
Re: Map Hacks
Quote:
Night Hacker said:
I put all the maphacks mentioned in this thread so far in this zip for downloading: MAPHACKS.ZIP

I get a 404 when I try to download it.
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Old 02-16-2005, 01:55 PM   #72
Piterplus

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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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Old 02-16-2005, 03:30 PM   #73
Cipher

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Re: Map Hacks
Uhhh, What level is that for???
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Old 02-18-2005, 02:58 AM   #74
Piterplus

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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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Old 02-19-2005, 06:34 AM   #75
Piterplus

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Re: Map Hacks
//E1L4 Atomic
// blue key card
sprite 247 angoff -768
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Old 02-19-2005, 10:28 AM   #76
Killd a ton

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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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Old 02-19-2005, 11:42 AM   #77
December Man

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Re: Map Hacks
Ekhm, maybe someone can host a file with all of the maphacks?
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Old 02-19-2005, 09:35 PM   #78
Killd a ton

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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)
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Old 02-20-2005, 04:41 AM   #79
December Man

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Re: Map Hacks
Thanx.
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Old 02-20-2005, 08:43 AM   #80
Piterplus

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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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