![]() |
#1 |
EDuke32 hub maps
Major new mod feature coming soon... how do you all feel about hub maps?
![]() |
|
![]() |
![]() |
#2 |
Re: EDuke32 thread part 2
WOW! You mean like , HeXen right? Just what I was in need of1!1!! Perfect addition for my TC! If you succeed, I'll make a damn poster of your profile picture and put it at my wall!!!! (The question is,
![]()
__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod.
Last edited by XTHX2; 08-01-2008 at 02:33 AM.
|
|
![]() |
![]() |
#3 |
Re: EDuke32 thread part 2
Yes, like Hexen (or ZDoom). I finished the first version of the system a couple of weeks ago. I am looking for experienced CON coders to test the system out and give feedback on what needs to be improved before a public release.
|
|
![]() |
![]() |
#4 |
Re: EDuke32 thread part 2
That's something that I may not help, however, I may still check it if you want
![]() Oh, and, will it save anything in the map? Like actor situations(health), walls, sectors, bloods etc. (It would need a ton of variables probably...)
__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
|
![]() |
![]() |
#5 |
Re: EDuke32 thread part 2
It saves all sprites/walls/sectors/gamevars/et cetera. That's the whole point!
|
|
![]() |
![]() |
#6 |
Re: EDuke32 thread part 2
I'm kinda shocked, sorry lol...
Is it using a sector tag or a SE tag? (Curious already ![]()
__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
|
![]() |
![]() |
#7 |
Re: EDuke32 thread part 2
CON commands.
|
|
![]() |
![]() |
#8 |
Re: EDuke32 thread part 2
Thank you TX this will be very helpfull in my upcoming Mod.
![]() Although I havent really offical anounced anything about this one. But its not hard to guess what it is. lol
__________________
I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
|
![]() |
![]() |
#9 |
Re: EDuke32 thread part 2
Grand Theft Auto?
![]()
__________________
OFFICIAL HRP Nitpicker! |
|
![]() |
![]() |
#10 |
Re: EDuke32 thread part 2
it feels good
__________________
"if we fill survival with particles then we can compete with modern games" - James |
|
![]() |
![]() |
#11 |
Re: EDuke32 hub maps
Thought there'd be a little more noise over this feature. It's been on the request list since the late 90s. If you linked three maps, well, that's like tripling the sector limit. Also gets around the one-per-map limitations on subway cars and the like.
|
|
![]() |
![]() |
#12 |
Re: EDuke32 hub maps
Indeed. Where's all the hubbub? I demand hubbub!
|
|
![]() |
![]() |
#13 |
![]() ![]() Totally Awesome. This also may be useful for drop-in network code as TX has said privately. ![]() |
|
![]() |
![]() |
#14 |
Guest
|
Re: EDuke32 hub maps
The feature is great. But mappers will need to be smarter if they want it to work. It needs *PLANNING* (oh, did I just say a difficult word?
![]() |
![]() |
#15 | |
Re: EDuke32 thread part 2
Quote:
Since somebody apparently DELETED my post, I'll say it again, I want to see Duke walk down the street punching people while burping and farting, which HAPPENS IN GTA2. So if your mod can do this, it will be sweet. |
||
![]() |
![]() |
#16 |
Re: EDuke32 hub maps
Wow TX, thats pretty f***in cool to have that, nice job man!
__________________
'F*** Fresch!!!'. |
|
![]() |
![]() |
#17 |
Re: EDuke32 hub maps
Yeah, I knew this was coming for a while[TerminX contacted me out of the blue one morning a couple weeks ago about it], and I'm glad it will finally be doable. When I can get back to working on NR, it will help a lot for a couple of the levels. XD
Also, I'm pretty sure I was the one[or one of the ones] to make that feature request all the way back in the 90s when Matt was still in charge of the original EDuke. I know I didn't use my current username for it back then and forget what username I did use. :P
__________________
http://www.zxdware.net/NR/ - Naferia's Reign: Invasion of the Dark Mistress. Version: 5.15.07152009 NR:IotDM's next release [5.16]: ? |
|
![]() |
![]() |
#18 |
Re: EDuke32 hub maps
It seems that TerminX doesn't want to release the next version of EDuke32 until this new feature has been tested, and I want that next version released, so... I've been talking with a mapper, and if we both get time to work on it this weekend, maybe we can have something useful pretty soon.
Of course, it's easy enough to do simple tests using the new commands (and I'm sure TerminX has done that already), but what is needed is a system that mappers can use. The idea will be to have several maps that are connected via tagged sectors, so that when a player enters one of the tagged sectors it moves him to the correct position in the connected map. So we won't be doing a hub, but more like a HL thing. I haven't used the commands at all yet, but I can anticipate some complications. For example, if you load a saved map state, you wouldn't want it to load the state the player was in at the time he left it last, since his weapons and inventory have changed since then. But it might be a good idea to have it remember which keys he had in that map. Another issue: Presumably, the saved state does include the player's coordinates, but if you are coming back to the map in a different place, then the player must be moved, and the new coordinates have to exist somewhere (perhaps in a sprite in a sector of the map you just left). The goal is to release a mini-mod that has a map caching feature and nothing else. People can then use the code in their mods if they want.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
|
![]() |
![]() |
#19 | |
Re: EDuke32 thread part 2
Fixed,
![]() Quote:
![]()
__________________
I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
||
![]() |
![]() |
#20 |
Re: EDuke32 hub maps
Hmmm, I got a question. Would it save user-made actors or would we need to add them in? (Also, user made variables for checking player items.) I think we would need to add, if so, can you point where we would need to add them in your code, TerminX?
__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
|
![]() |
![]() |
#21 |
Re: EDuke32 hub maps
Dream come true. I'll be making use of this in Symphony of Orekia! Cheers for working on this feature TerminX.
__________________
Latest Review @ The Abandoned Workshops : Castle of the Dark Ages & The Living End The Abandoned Workshops | Project Gallery | YouTube Channel | MyAnimeList | Star Wars: The New Era |
|
![]() |
![]() |
#22 |
Re: EDuke32 hub maps
This is definitely something eDuke32 had to have. Congrats and thanks.
__________________
The Postmortem - a Blood and Blood II: The Chosen community. |
|
![]() |
![]() |
#23 |
Re: EDuke32 hub maps
Hmm, sorry for bombarding you with my questions, but will there be any limit for number of hub maps?
__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
|
![]() |
![]() |
#24 |
Guest
|
Re: EDuke32 hub maps
The whole point is to be able to join as many maps as you wish, right?
|
![]() |
#25 |
Re: EDuke32 hub maps
always will have limits of some type
|
|
![]() |
![]() |
#26 |
Re: EDuke32 hub maps
There is a limit of 32 maps per episode, hubs or no hubs.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
|
![]() |
![]() |
#27 |
Re: EDuke32 hub maps
This sounds awesome
![]() |
|
![]() |
![]() |
#28 |
Guest
|
Re: EDuke32 hub maps
So the maps would only go for the episode? that sucks. I would wish it checked the maps on the Duke folder instead, with no limit.
|
![]() |
#29 |
Re: EDuke32 hub maps
Pretty cool.
PRETTY AWESOME
__________________
traB pu kcip |
|
![]() |
![]() |
#30 |
Re: EDuke32 hub maps
No it doesn't.
I have a working prototype, by the way.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
|
![]() |
![]() |
#31 |
Re: EDuke32 hub maps
I must have,
![]()
__________________
I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
|
![]() |
![]() |
#32 |
Re: EDuke32 hub maps
Will there be an "Assault on Tei Tenga"-esque demo map?
|
|
![]() |
![]() |
#33 |
Re: EDuke32 hub maps
I'm not familiar with how map caching has been used in ZDoom. I have CON code that can be used both for the old-fashioned style hub maps, like in Hexen, or for HL style where you can walk from one map to another at various entry points. So far the demo maps just show the effect and have no gameplay.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
|
![]() |
![]() |
#34 |
Re: EDuke32 hub maps
Well, doing it the HeXen style shouldn't be as hard as to do HL style, right?
Zdoom does it the HL way, however it takes a few seconds to load the new data and store the old data, I don't really know how that works.
__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
|
![]() |
![]() |
#35 |
Re: EDuke32 hub maps
Whenever I get back to my mods, I'll be definately using this feature, alot.
__________________
Duke Hard - 17 map episode for Duke Nukem 3D. |
|
![]() |
![]() |
#36 |
Re: EDuke32 hub maps
^ Yeah, same here, but for me, it is when the new Eduke32 is released
![]()
__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
|
![]() |
![]() |
#37 |
Re: EDuke32 hub maps
About six months ago (shortly after this thread was started) I made a mod which implements the EDuke32 map caching feature. I didn't release it until now because it didn't seem very urgent. Well, it still doesn't, but last night I felt like putting some finishing touches on it and now I'm releasing it.
Using this little mod, you can make maps that connect to each other like in the Half Life series, or you can make an old-school style hub system like in Hexen. Just extract the attached stuff and drop it into your EDuke32 directory. The only thing it really needs to make it work is the EDUKE.CON, but it also includes some simple test maps and the documentation. The effect is simple to make in mapster and only requires using some SE's with special tags. This mod is intended for mappers and modders; casual players will find nothing of interest here, since the included maps (by Gambini) have no gameplay. This is not part of Duke Plus, it is a standalone mod. It can pretty easily be integrated into other mods, though. Modders are welcome to do so providing that they give credit. hubmaps.zip
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 01-16-2009 at 01:14 PM.
|
|
![]() |
![]() |
#38 |
Re: EDuke32 hub maps
If the bug is that it froze the game upon entering hub map 4 then great
![]()
__________________
traB pu kcip |
|
![]() |
![]() |
#39 | |
Re: EDuke32 hub maps
Quote:
EDIT: Now that I think about it, it must have been finding a deleted SE from the previous map, so my fix will need one more little update.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 01-16-2009 at 01:04 PM.
|
||
![]() |
![]() |
#40 |
Re: EDuke32 hub maps
Well that worked. Pretty cool. I guess it would be pretty silly to post criticism because it's a prototype (I guess) but I suppose it can't hurt: Map changes are a bit abrupt.. and when you destroy a sprite in one map, it'll still show up in the next. Obvious issues but hey
![]() Still it'll prove handy in the future.
__________________
traB pu kcip |
|
![]() |
Bookmarks |
|
|