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Author Topic: [Release] From Base to Base 2  (Read 3452 times)
CarThief
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« Reply #30 on: June 24, 2010, 04:12:53 PM »

Perhaps the ending might be a tad hard, though i wanted an really original ending instead of the old strafe around this or that boss monster and shoot rockets at it, it gets so old!

As for cannons shooting after exploding, i'd do something about that, but i cant! The cannons dont seem to end up destroyed from the explosions after killing the lizard troopers, and i'm not sure if there's any other way to succesfully disable them.

As for some errors in maps you mentioned, not sure, but some maps might make use of more... advanced stuff, and some things in Duke Plus are 32 bit only (they only got a model, and no sprite, thus dont show in 8-bit as anything but a black box).

I guess i'll go work on these things, guess i'll try to finish these changes around the weekend, being probaly more then enough time for him to add it to DP, and maybe some more feedback. Oh, and if you can/know of a succesfull way to shut off a cannon while it's still busy, or maybe feel like adding and using a new function for that, i wouldnt mind if you did DT.
Seems quite logical if they did shut down once the whole thing goes boom, map-made explosions didnt effect them either, nor my RPG explosions or pipe bombs, while flagged to be destroyed by explosives, odd.

Edit: Guess i'll take a look at how it'll go if i speed up the transition effect too, hmm... fast paced huh... Oh, and preferabaly feedback now or never, whatever little quirks i can change before the deadline of sorts is reached.
« Last Edit: June 24, 2010, 04:16:53 PM by CarThief » Logged

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Mikko_Sandt
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« Reply #31 on: June 25, 2010, 12:45:52 PM »

DT, you should go through all of the maps that are in the DP Maps hub. Some of them are god awful. The first one on the right drove me nuts. I kept getting shoved by nothing and it was annoying.

Scar City? It's a good map; you just suck.

Quote
A lot of work obviously went into DP, and it would be a shame if those maps turned people off to it.

It'd be a much bigger shame if good maps were removed from the hub just because one noob couldn't handle them.

Quote from: DeeperThought
I'm going to release a new version of DP in the next week, and it will include this map as a replacement for the first B2B.

Why replace the old one when both are perfectly fit DP maps? Doesn't sound like good policy when building another DP map means that the old one has to go.
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CarThief
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« Reply #32 on: June 25, 2010, 12:52:44 PM »

I'd support having both on it, if people like the first, maybe they'd like the second too. Not the best maps, nor the worst, just a little odd gem compared to most maps, i guess.

Also, i cannot seem to get the SE 105 sleeper effect to work faster. Changed the xvel into various things, though it never went faster, at its best, slower. Sounds like a bug, but if you're going to change them, atleast make them a one-time only, as it is supposed to be.
A V2 is currently being worked on too, if anyone has any more feedback, i'll gladly see if its a good idea for the map.

Edit: Maybe i'll report the bug on the official DP topic, if it still works. If not noticed here.
« Last Edit: June 25, 2010, 12:55:10 PM by CarThief » Logged

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Dan G
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« Reply #33 on: June 26, 2010, 02:07:53 AM »

Also, i cannot seem to get the SE 105 sleeper effect to work faster. Changed the xvel into various things, though it never went faster, at its best, slower. Sounds like a bug

It's not a bug, you are using the wrong SE.  Read the manual:

Quote
LOTAG 107        TRANSITION EFFECT

This effect is just like the sleeping effect (see above), but it can be used more than once.  If the player reenters the destination sector, he will be taken back to the origin sector, and vice versa.  The transition effect has the same pal EXTRA options as the sleeping effect (see above).  The XVEL option is different and controls the speed of the transition:

XVEL -1 slow (about 10 seconds total)
XVEL 0 default (about 5 seconds total)
XVEL 1 faster (about 3.3 seconds total)
XVEL 2 about 2.5 seconds total
XVEL 3 about 2 seconds
…and so on

SE 107 allows the player to go back as many times as he wants.  Personally, I don't see why this would be a bad thing in your map, but if you want to prevent that, then you are stuck with the slow "sleeper" SE.

The reason that I propose having your second map replace the first in the hub is that the two are very similar, and having both of them seems excessive, given the current hub setup.  However, your first map will definitely be included with DP in the dpmaps folder, whether it's in the hub or not.  Maybe in the future this could be better organized.  There could be a door for "CarThief's Levels" and when you walk in you get to another lobby where there are more doors for the individual maps.  I would love it if every mapper took turns with the hallway.map and made their own contribution.  They could go nuts with different styles of portals, jump pads or whatever they wanted to lead up to their maps.  Of course, it shouldn't be anything time consuming for the player.

@Gamer56:  If a shotgun appeared as a black square, that's not the fault of the map.  It's because you were using the software renderer and trying to use a weapon that requires OPenGL to render the model, or you turned off models in the eduke32 graphics options, or did something else wrong.
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CarThief
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« Reply #34 on: June 26, 2010, 06:07:33 AM »

Ah, i see. I do have an idea to make it still go one way though, think i'll just make a one-sided invisible wall thing at every exit. Mostly one-way because of the already implemented teleporters that, once a player dies, he/she can use to get around (if anyone ever manages to respawn or do multiplayer).

As for the HUB idea, why not at some point? Would be pretty neat i guess.
Guess having the thing remain in the maps folder would work too.
Guess i'll go work on that transition effect then for now, wonder if there's anything else that could use some fixing.

Edit: Oh, do you know what exactly is required to destroy the DP shooters, DT? They're hidden in one-sided boxes (else it would be horribily unrealistic) and shoot out of those, but any rocket impact on the box, explosions near the box - anything! It never destroyed the shooter, perhaps a bug? Would be great if i could improve/fix that as well.
« Last Edit: June 26, 2010, 06:09:46 AM by CarThief » Logged

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Dan G
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« Reply #35 on: June 26, 2010, 03:21:04 PM »

Edit: Oh, do you know what exactly is required to destroy the DP shooters, DT? They're hidden in one-sided boxes (else it would be horribily unrealistic) and shoot out of those, but any rocket impact on the box, explosions near the box - anything! It never destroyed the shooter, perhaps a bug? Would be great if i could improve/fix that as well.

As it says in the manual, you must add 64 to their EXTRA to make them destructible.  However, this isn't enough by itself, because you also need to press H on them and set their hitscan bit in mapster, otherwise nothing can hit them.  In the future I will make it set the hitscan bit automatically.

EDIT:  A bit of trivia...Enemies can be blown up even if their hitscan bit isn't set.  This is what makes it possible to blow up monster bodies.  But non-enemy actors cannot be hit in any way, even by explosions, unless their hitscan bit is set.  This is what caused your problem:  I didn't know that when I coded it, and I thought that putting ifvarand monstflags 64 ifhitweapon killit was sufficient.

EDIT2:  Sorry, I just noticed that my code sets the cstat on them to 32768, which turns them invisible and turns off the hitscan bit.  So you'll have to wait for some fixed code to get those to work properly.
« Last Edit: June 26, 2010, 03:37:16 PM by DeeperThought » Logged

CarThief
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« Reply #36 on: June 27, 2010, 05:30:03 PM »

Ah, well, i guess i'm all done with V2. Not many changes, but not incredibily large feedback either.
The transition aside the last one to the boss is now alot faster. Maybe fixed a thing or two here and there. Press H on the cannon sprites anyway, maybe usefull for future use. And even added a simple message to identify Fuses, sort of.

I guess i wouldnt mind if this file replaced the current one on the site, not many changes, though it should feel faster now with the faster transition effects. Not that rushing ever got someone far without dieing in my maps, eventually... :P
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Forge
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« Reply #37 on: June 27, 2010, 07:03:16 PM »

The issue with the transitions in your map are two fold.

If you want to keep that many in your map, make them faster. If you like them normal speed, reduce the amount of them.

The effect was over used in your map and to an average player like myself, they become redundant and boring.
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« Reply #38 on: June 28, 2010, 12:40:30 PM »

Oh, I feel much better now that the official Ahole has chimed in. Screw you Mikko, I've played more maps in my day than you'll ever hope to in two lifetimes. Not including total conversions and special releases, I lost count at 30,000, so don't f'ing tell me I'm some noob. Scar City sucked, plain and simple, if that was your abomination, you should be embarrassed for releasing such a piece of crap. Get over it.  Kiss

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DT, you should go through all of the maps that are in the DP Maps hub. Some of them are god awful. The first one on the right drove me nuts. I kept getting shoved by nothing and it was annoying.

Scar City? It's a good map; you just suck.

Quote
A lot of work obviously went into DP, and it would be a shame if those maps turned people off to it.

It'd be a much bigger shame if good maps were removed from the hub just because one noob couldn't handle them.

Quote from: DeeperThought
I'm going to release a new version of DP in the next week, and it will include this map as a replacement for the first B2B.

Why replace the old one when both are perfectly fit DP maps? Doesn't sound like good policy when building another DP map means that the old one has to go.
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shawneth
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« Reply #39 on: June 28, 2010, 12:47:54 PM »

I wouldn't be acting like the tough guy right now, chances are you don't have a life if you played over 30,000 maps and TCs. Scar city is awesome, I love it, in fact, I think it has almost no flaws. If you think the map is really bad, then why don't you make a better one?
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« Reply #40 on: June 28, 2010, 05:49:57 PM »

30,000 maps? That's friggin amazing!

I've been playing and collecting maps since late '96 (although a few hard drive crashes made me lose some that I've never been able to find again) and at my last count, I have somewhere around 10 to11 thousand. I'm pretty sure I haven't played them all either.



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shawneth
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« Reply #41 on: June 29, 2010, 06:21:59 PM »

@Forge

I will make you a delicious ice-cream sundae IF you can send me your 10,000 maps.
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« Reply #42 on: June 29, 2010, 06:51:07 PM »

@Forge

I will make you a delicious ice-cream sundae IF you can send me your 10,000 maps.

lol

I made a torrent with all them in it about a year ago, but that's probably long gone. Anyway, methinks it would be easier for me to make a torrent and give you a link than for you to snail mail me a sundae. What you get will probably be in better condition too.

If you want to get most of what I have you'll need to download everything from here, MSDN, Duke4, and maybe a few more sites that are still up, but dead. Check the "Where to download Duke Maps" topic to get most of those.
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shawneth
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« Reply #43 on: June 29, 2010, 07:19:14 PM »

I remember when I used to goto Bob's single player maps in geocities, probabey my favorite website but got taken down when Yahoo canceled geocitites. Also I am pretty sure that Mikko's site and Duke4 don't have even 5,000 maps but if they do I plan to get many maps... MANY MAPS MUAHAHAHAHAHAHAHAHA!!
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Mikko_Sandt
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« Reply #44 on: June 29, 2010, 08:27:12 PM »

Oh, I feel much better now that the official Ahole has chimed in. Screw you Mikko, I've played more maps in my day than you'll ever hope to in two lifetimes. Not including total conversions and special releases, I lost count at 30,000, so don't f'ing tell me I'm some noob. Scar City sucked, plain and simple, if that was your abomination, you should be embarrassed for releasing such a piece of crap. Get over it.  Kiss

Ooh, a bit touchy, are we?

You barged in complaining about a map that is generally considered a good one, implying that it should be removed from the hub based solely on your experience. You were not making a serious argument.
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But whatever their future, at the dawn of their lives, men seek a noble vision of man's nature and of life's potential. -Howard Roark
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