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#1 |
H266MOD for EDuke32
This is my very first mod released, so it's kind of special to me.
It is called H266MOD, and, like DeeperThought's mod, It is for practice and learning. To run it, unzip H266MOD_DATA.zip to your EDuke32 Folder and run H266MOD.bat. You might want to read the readme first, though. Some features include:
Upcoming features include:
If you have any nitpicks or suggestions, post here or PM me. (Preferably post) |
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#2 |
Re: H266MOD for EDuke32
Why would i want to stomp on feces????
*takes the icecream out of his forehead* ![]() |
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#3 |
Re: H266MOD for EDuke32
Hey, that sounds like fun
![]() I've been pretty busy for the last few days, but I'll be sure to check it out as soon as I get a chance. There's several interesting things in your list, but the one I'm most curious about is the scorpion tank. I don't recall every seeing it in any of the .art files. Where is it? By the way, we aren't really doing this for practice and learning, are we? Speaking for myself, my goal is to make something that is worth playing in its own right. |
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#4 | |
Re: H266MOD for EDuke32
Quote:
Code:
define TANK2 1870 |
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#5 |
Re: H266MOD for EDuke32
it's only in duke3d atomic
__________________
hell-angel: "I would sig this if I had the room." Duke 3D art to do list New and improved. |
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#6 |
Re: H266MOD for EDuke32
Yeah I found it, thanks. No animation, unfortunately, just views from several angles. I guess that's no worse than the regular tank.
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#7 |
Re: H266MOD for EDuke32
H266MOD VRS DTMOD... Hehehe
__________________
I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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#8 |
Suggestions?
Hey, anybody have any ideas for my mod? I'm planning to make a firework actor(s) that either is the whole firework, or an actor for each individual spark, allowing VERY cool things to be done.
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#9 |
Re: H266MOD for EDuke32
Ability to shoot while shrunken and cause a very little damage to opponents?
![]() Just some stupid thoughts.
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Ivan Dolowitz plays SID Metal |
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#10 | |
Re: Suggestions?
Quote:
Gorath: Your multiplayer shrinker idea sounds a lot like the lightning bolt from Mario Kart Double Dash (my daughter plays that game a lot). |
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#11 |
Re: H266MOD for EDuke32
I was thinking of something more like whenever you kill a boss, fireworks go up.
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#12 | |
Re: H266MOD for EDuke32
Quote:
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#13 |
Re: H266MOD for EDuke32
Hmm, OK!
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#14 | |
Re: Suggestions?
Quote:
I've also played the first episode of Duke Nukem so many times through, that it's not challenge anymore. DeeperThought's mod has lot's of new enemies and suprises, and it has certainly made the game more challenging (in a good way). It would also be nice to see enemy that will clone itself over and over again slowly untill every clone and the original enemy has been killed. ![]()
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Ivan Dolowitz plays SID Metal |
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#15 |
Re: H266MOD for EDuke32
The shotgun or the RPG would be the most natural place for the firework mortar. If you want to preserve the original functionality you could make the firework gun an alt fire mode.
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#16 | ||
Re: Suggestions?
Quote:
Quote:
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#17 |
Re: H266MOD for EDuke32
i can't run this mod there is a lot of errors in con files
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AYWARN !!! www.myspace.com/aywarn |
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#18 |
Re: H266MOD for EDuke32
You should try it with the slimer, Make an second variant with it just biting you from the ground instead of face hugging you, and its the perfect enemy to multiply.
Besides, the game is already abuse able with the freeze thrower. And there is always the quick kick if you give them an low amount of hit points. |
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#19 | |
![]() Quote:
Oh, BTW, you need at least EDuke32 snapshot 20060613. I know snapshot 20060703 is out now, but I haven't tested it yet. Are you sure you read the readme and ran the batch file provided in my zip in your EDuke32 directory? |
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#20 |
Re: H266MOD for EDuke32
The newest snapshot works, he probably just has a dated copy or installed the mod incorrectly.
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Alt for djevelen! |
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#21 |
Re: H266MOD for EDuke32
EDuke32 1.4.0svn (Jun 13 2006 14:51:28)
Copyright (c) 1996, 2003 3D Realms Entertainment Copyright (c) 2006 EDuke32 team Using DEF file H266.def. Using CON file: 'HGame.con' Using GRP file H266MOD.zip. Could not find GRP file duke3d_hrp.zip. Compiling: HGame.con (132846 bytes) Including: HDefs.con (36919 bytes) Including: HUser.con (48368 bytes) Version 1.4+ CON files detected. Including: HEnhance.con (20605 bytes) Including: HStates.con (8779 bytes) Including: HCode.con (7371 bytes) HCode.con: In state `bodycode': HCode.con:262: error: state `fe' not found. Including: HBoss.con (21050 bytes) HBoss.con: In state `boss1dyingstate': HBoss.con:210: error: state `drop_chaingun' not found. HBoss.con: In state `checkboss1hitstate': HBoss.con:292: error: state `mindb' not found. HBoss.con: In state `boss2runenemystate': HBoss.con:419: error: parameter `AIBOSS2SHOOTENEMY' is undefined. HBoss.con: In state `boss2seekenemystate': HBoss.con:459: error: parameter `AIBOSS2LOBBED' is undefined. HBoss.con:465: error: parameter `AIBOSS2SHOOTENEMY' is undefined. HBoss.con: In state `boss2dyingstate': HBoss.con:498: error: state `drop_devastator' not found. HBoss.con: In state `boss2shootenemy': HBoss.con:529: error: parameter `ABOSS2SHOOT' is undefined. HBoss.con: In state `checkboss2hitstate': HBoss.con:575: error: parameter `AIBOSS2SHOOTENEMY' is undefined. HBoss.con:585: error: state `mindb' not found. HBoss.con: In state `boss2code': HBoss.con:640: error: parameter `AIBOSS2SHOOTENEMY' is undefined. HBoss.con:656: error: parameter `AIBOSS2SHOOTENEMY' is undefined. HBoss.con:659: error: parameter `AIBOSS2LOBBED' is undefined. HBoss.con: In state `boss3seekenemystate': HBoss.con:732: error: parameter `AIBOSS3LOBENEMY' is undefined. HBoss.con: In state `boss3dyingstate': HBoss.con:764: error: state `drop_rpg' not found. HBoss.con: In state `boss3lobbedstate': HBoss.con:774: error: parameter `ABOSS3LOBBING' is undefined. HBoss.con:785: error: parameter `ABOSS3LOBBING' is undefined. HBoss.con: In state `checkboss3hitstate': HBoss.con:835: error: state `mindb' not found. HBoss.con: In state `boss3code': HBoss.con:890: error: parameter `AIBOSS3LOBENEMY' is undefined. HBoss.con:906: error: parameter `AIBOSS3LOBENEMY' is undefined. HBoss.con: In state `checkboss4hitstate': HBoss.con:1059: error: parameter `ABOSS4FROZEN' is undefined. HBoss.con:1086: error: parameter `AIBOSS4PALSHRINK' is undefined. HBoss.con:1092: error: found more `{' than `}' before `ends'. HBoss.con: In state `boss4code': HBoss.con:1093: error: parameter `ABOSS4FROZEN' is undefined. HBoss.con:1152: error: parameter `AIBOSS4PALSHRINK' is undefined. HBoss.con:1170: error: found more `{' than `}' before `ends'. HGame.con: In actor `EXPLOSION2': HGame.con:1327: error: state `fe' not found. HGame.con: In state `fecesexplode': HGame.con:2359: error: state `random_burningcesdead' not found. HGame.con: In state `feceshurt': HGame.con:2362: error: expected a SPACE or CR between `{' and `cesexplode'. HGame.con:2363: error: found more `}' than `{'. Found 0 warning(s), 30 error(s). Error(s) found in file `HGame.con'. Do you want to use the INTERNAL DEFAULTS (y/N)?
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#22 |
Re: H266MOD for EDuke32
Looks like you have it installed wrong. Most of those states it isn't finding are just the standard states that are normally located in game.con. He may have moved them to another file, but if it is installed correctly EDuke will find them.
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#23 |
Re: H266MOD for EDuke32
I made the scorpion pig tank into a propper enemy back in my first game mod, I even drew up some shooting frames for it too.
![]() ![]() ![]() ![]() ![]() I basically coppied the existing pig tank code but removed the "Nuke detination" from it, made it much much tougher, and changed the morta into an RPG and changed the firelaser into freeze thrower. It was a nasty enemy to come accross. |
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#24 | |
Re: H266MOD for EDuke32
@Ozzy Papat
I'll look into it. Is anyone else having problems? Quote:
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#25 | |
Re: H266MOD for EDuke32
Quote:
Of course ![]() |
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#26 | |
Re: H266MOD for EDuke32
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#27 | |
Re: H266MOD for EDuke32
Quote:
The problem couldn't be there. It's in my CONs. You see, I took this mod from my own old set of personal CONs. There were some things in there that were ugly, so I began filtering want I wanted in my mod into a clean set of Unoffical CON Fixes by Jonah Bishop. But in that filtering process, some of my states and things were forgotten, and there's your errors. ![]() I'll fix it ASAP. ![]() |
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#28 |
Re: H266MOD for EDuke32
"The statement below is true.
The statement above is false." Liar! ![]() |
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#29 |
Re: H266MOD for EDuke32
Here is H266MOD v1.0a.
It just has some tweaks here and there, plus it actually works. Upcoming Features: (Including the list at the top of the thread)
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#30 |
Re: H266MOD for EDuke32
I wanted to try your new weapons but I can't unzip the fiiles inside. Windows says, "FILE SKIPPED UNKNOWN COMPRESSION METHOD". I can't even open the readme. I don't have problems with other zips.
EDIT: And I downloaded it a couple of times, so I don't think it was just a bad download.
Last edited by DeeperThought; 07-08-2006 at 12:24 PM.
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#31 | |
Re: H266MOD for EDuke32
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Can´t wait for the mighty boot ;) |
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#32 | |||
Re: H266MOD for EDuke32
Quote:
Quote:
Quote:
Here is H266MOD v1.0b. I just recompressed the zip file and fixed bugs with:
Oh, and two features I forgot to include in the "current" feature list:
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#33 |
Re: H266MOD for EDuke32
I like your pipebomb explosion, and the laser tripbomb explosion sequence. I'm not quite sure how you coded the laser trip one. If all of those booms are separate hitradiuses, the effect would be way too powerful, though. The RPG explosion looks odd, imo. The frames don't flow very well. Unfortunately, I didn't have time to look at much at this point. I did play your new one liner...I guess it's an experiment at splicing sounds together. I've thought about doing this myself. There are enough different words in his various lines that you could actually put together quite a few new ones. I would suggest trying to come up with some good ones and add them to the jib sounds state.
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#34 | |||
Re: H266MOD for EDuke32
Quote:
Quote:
Quote:
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#35 |
Re: H266MOD for EDuke32
In order to add sound effects to state jib_sounds, I was thinking of something like this to replace all the "ifrnd 128 { }" statements everywhere.
Code:
gamevar SOUNDVAR 0 2 state jib_sounds setvar SOUNDVAR 0 randvar SOUNDVAR 16 switch SOUNDVAR case 0: globalsound JIBBED_ACTOR1 break … case 14: globalsound JIBBED_ACTOR15 break case 15: globalsound SMACKED break case 16: globalsound MDEVSPEECH break endswitch setvar SOUNDVAR 0 ends |
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#36 | |
Re: H266MOD for EDuke32
Quote:
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#37 |
Re: H266MOD for EDuke32
Personally, I keep all of the pain sounds in some sort of numerical order so I can just use randvar and add the result to the number of the first pain sound.
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#38 |
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I am having two major problems I need to fix before I can make another release.
1. In my code which switches a mini BOSS1 to the other minibosses, when it switches, the actors are stuck in their first ATTACK action. They are just stuck there, and no projectiles or anything else spawns until they take some damage, then they act normally. I have attached my HBoss.con for inspection. 2. I am working on my flame thrower, and like I said earlier, I have taken a new approach for it. What happens is A) The alt firing mode of the RPG fires a projectile B) That projectile bounces 3 times and spawns FLOORFLAME. C) FLOORFLAME fires once, then disappears. In English: An actor that looks the same as the first frame of FLOORFLAME is fired and it spawns FLOORFLAME, making it look like FLOORFLAME was fired in the first place. Whew! On to the problem: The projectile is working perfectly (AFAIK) but FLOORFLAME spawns invisible! ![]() ![]() ![]() Here is my code: Code:
action FFLAME_FR 0 16 1 1 1 action FFLAME 0 1 1 1 1 actor FLOORFLAME 0 FFLAME_FR fall cstat 1 ifaction FFLAME_FR { hitradius 1024 REALLYTOUGH TOUGH MEDIUMSTRENGTH WEAK sound FIRE_CRACKLE ifactioncount 16 action FFLAME } ifaction FFLAME { ifcount 30 { killit } } enda gamevar rpgon 1 1 // weapon 4 is the RPG; 1 in regular mode, 0 in flamethrower mode defineprojectile FLAMETHROWER PROJ_WORKSLIKE 38918 defineprojectile FLAMETHROWER PROJ_EXTRA WEAK defineprojectile FLAMETHROWER PROJ_HITRADIUS 0 defineprojectile FLAMETHROWER PROJ_VEL 200 defineprojectile FLAMETHROWER PROJ_BOUNCES 3 defineprojectile FLAMETHROWER PROJ_DROP -100 defineprojectile FLAMETHROWER PROJ_CLIPDIST 6 defineprojectile FLAMETHROWER PROJ_CSTAT 1 defineprojectile FLAMETHROWER PROJ_SPAWNS FLOORFLAME state normalrpg setvar rpgon 1 setvar WEAPON4_SHOOTS RPG ends state altrpg setvar rpgon 0 setvar WEAPON4_SHOOTS FLAMETHROWER ends onevent EVENT_WEAPKEY5 getplayer[THISACTOR].curr_weapon TEMP ifvare TEMP 4 { ifvare rpgon 0 { sound SELECT_WEAPON state normalrpg quote 136 } else { sound SELECT_WEAPON state altrpg quote 137 } } endevent |
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#39 |
Re: H266MOD for EDuke32
For the boss thing, you probably just need to set an action after you use cactor or setactor[THISACTOR].picnum to change the actor's tile.
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#40 |
Re: H266MOD for EDuke32
On the FLOORFLAME thing, you might try adding some ifspawnedby code to the FLOORFLAME actor and see if that helps. For example, you might try:
ifspawnedby FLAMETHROWER sizeat 40 40 In my experience, certain actors will spawn very tiny and/or with the wrong cstat unless they are changed manually.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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