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#1 |
Play with mirrored maps
The Map Mirroring Mod for EDuke32
Plagman wrote some code that will invert maps, making it possible to play Duke 3D with mirrored maps. I added some code to make it playable and fix bugs. I think this is pretty cool. To make it work, all you have to do is unzip the attached CON and put it in your EDuke32 folder, then just start a game normally using the latest version of EDuke32. Note: I have changed things around as of this edit. The CON is now called "EDUKE.CON", and it works with an unmodified GAME.CON. If you added the "include INVERT.CON" line to your GAME.CON for a previous version, then you must remove that line! EDIT: Updated to version 1.1 This seems to fix all the rotating sector issues, and adds a few sprites to the flip list (big thanks to Gambini for helping fix those bugs) EDIT2: Updated to version 1.2 This fixes a problem where in rare cases sector effectors would end up in the wrong sector. Thanks to Hunter_Rus for helping with this bug. Spoiler: MapMirrorMod.zip
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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.
Last edited by DeeperThought; 07-20-2008 at 03:10 PM.
Reason: lots
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#2 |
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Re: Play with mirrored maps
Looks like fun, trying it out now.
![]() Edit: This is great. I played Duke 3d so much that I'm confused with these mirrored maps, I expect to go left when it mirrored to the right. ![]()
Last edited by The Stinger; 07-18-2008 at 05:21 PM.
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#3 |
Re: Play with mirrored maps
As you didn't say anything about swingdoors, I assume those work correctly now. What was the problem?
Also, if you're able to move the player to a multiplayer starting position at map start without him dying in the meantime, what prevents you from just inverting his x position instead? Is the position just not set at this time or does it just not work?
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EDuke32 - "The corrupt doctrine of terror has begun." |
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#4 |
Re: Play with mirrored maps
how it does work with other modifications?
![]() no, seriusly: do you think that is possible to add some code to emulate a player start for those maps that hasnt multiplayer starts? Amazing idea, allways is like playing a new level when you have it mirrowed, at least you´ll be surprised several times! |
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#5 |
Re: Play with mirrored maps
Wow, I was playing one of the Roch maps with this. I feel... dizzy.
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You're master of no shadows! -- Steve Duke Nukem Forever! [My website | Public Commander Keen Forum | The Commander Keen Wiki] |
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#6 | ||
Re: Play with mirrored maps
Quote:
Quote:
EDIT: It was because I was using changespritestat on the player instead of changespritesect. I could upload the improved version but I'm so tired that I don't trust my code. I'll wait until I get some rest. EDIT2: The attachment in the first post has been updated. AFAIK everything works as it should now.
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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.
Last edited by DeeperThought; 07-18-2008 at 09:42 PM.
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#7 |
Re: Play with mirrored maps
i guess that the only that you have to do to make the swing doors working proper is turning the SE 11 angle 180 degrees.
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#8 |
Re: Play with mirrored maps
Just tried it, and... wow... it's very confusing, cause I've memorized alot of the original levels and so I keep running into walls and such
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#9 |
Re: Play with mirrored maps
Hmm, I noticed that players facing isn't always correct. For example the Stadium map, The Cycloid Emperor is behind me while I should be looking at it, if the facing is reversed. Because at the original, Duke looks to it when nuke is fully raised.
Other than that, noticed a few misalignments at some walls at E3. I don't know if it's from the inversing but just wanted to say it anyway.
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#10 |
Re: Play with mirrored maps
The player spawning with the wrong (i.e. original) angle has been fixed, and I'm also implementing a sprite flip list so that only certain sprites are x-flipped. As for "misalignments", you are free to post screenshots, although I doubt it will be fixed. It could happen if a wall texture is flipped and then the adjacent texture is not (I put some textures on a no flip list, since some have writing on them or are otherwise not suitable for flipping). From an aesthetic standpoint, the best solution is just to x-flip everything and not worry about textures with backwards writing. That would certainly make the coding simpler.
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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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#11 |
Re: Play with mirrored maps
It was E3L1, where you start, next to the shadowed area. There's a double wall usage to create a shadow effect right next to player, right next to it, the misalignment.
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#12 | |
Re: Play with mirrored maps
Quote:
I edited my first post to release version 1.0 of MMM (map mirroring mod). It was beta until now, folks. You must REMOVE that line I had you add to your GAME.CON, and you should delete INVERT.CON. The player starting angle is now fixed, sprites should now all be flipped correctly....maybe.
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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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#13 |
Re: Play with mirrored maps
Let me guess. That misalignment is at maps own right?
![]() Yeah, I noticed your post, it looks much cleaner now, and better.
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#14 |
Re: Play with mirrored maps
Cool stuff. Totally new experience. If you add some other modificators people will never recognize any map, lol.
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#15 |
Re: Play with mirrored maps
Yes very good,
Now that you have Duke Plus done and now this mod what will it take to convince you to make a new release of Duke Nukem Arena? ![]()
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I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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#16 |
Re: Play with mirrored maps
It's reeeally confusing playing with mirrored maps because I know all the original maps so well I don't really look where I'm going anymore... But it makes it feel like completely new levels at some points. Anyway, I found a bug in Occupied Territory (E2L5): the doors in the beginning of the level are all messed up and you can't pass them.
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Never fear! You thought I wanted to abuse your body... On the contrary, death is the fate I have in store for you! |
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#17 |
Re: Play with mirrored maps
In E2L3 Warp Factor, the Armory doors (offering goodies) are messed up. They slide into each other, and no way to get them. Alot of doors and things have this same type of door in episode 2 (probably the one necroslut found is like it)
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#18 |
Re: Play with mirrored maps
I just wanted to add my 5chars to this thread and say this hack is a complete braindamage™.
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GRPViewer, DN3D/SW Models |
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#19 |
Re: Play with mirrored maps
This sounds like an awesome idea, is the current version playable without getting stuck on level loads and such? I'd love to play the game through with this.
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Duke Hard - 17 map episode for Duke Nukem 3D. |
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#20 |
Re: Play with mirrored maps
It is playable now but as he said, it's not suitable for TC's and etc.
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#21 |
Re: Play with mirrored maps
I'll look into this. I hope it's something simple to fix.
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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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#22 |
Re: Play with mirrored maps
The rotating sector door bug is fixed now (download again).
I don't know if this is documented anywhere, but the direction that a sector rotates is determined by the pal of the lotag 0 SE in the rotating sector (pal 0 for one direction, pal 2 for the other). The pals needed to be reversed when the SEs were moved. Thanks to Gambini for figuring this out.
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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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#23 |
Re: Play with mirrored maps
Whoa! I'm tripping!
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Sorry for my bad english - I'm from Lithuania If you like voxel models but you don't know where to get them, click HERE NOW! Thread link: http://forums.3drealms.com/vb/showthread.php?t=24456 |
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#24 |
Re: Play with mirrored maps
Well dukematching with this would probably be awesome. I can't imagine E1L1's mirrored style is played with matchers. Probably there would be a total confusion.
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#25 |
Re: Play with mirrored maps
Updated to version 1.2 This fixes a problem where in rare cases sector effectors would end up in the wrong sector. Thanks to Hunter_Rus for helping with this bug.
See original post for download.
__________________
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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#26 |
Re: Play with mirrored maps
LEBuild editor has built-in commands to mirror sectors about X, Y or Z axis. Using some scripting to make duplicate tags unique, I'd created this quadruple version of E1L1 with interconnected locations. =)
E1L1QUAD.rar |
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