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Going beyond 90 wall textures and 90 static objects?
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Barry
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PostPosted: Sun Dec 04, 2016 6:07 pm
   Subject: Going beyond 90 wall textures and 90 static objects?
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I am starting to design the final section of Atomprojekt and have run into the 90 wall texture and 90 static limits. Is it possible to go beyond this without affecting the existing texture and static IDs? For statics, after reaching case 89 in wl_game.cpp, I attempted to pick back up at 332 (the next case after the enemies) but it crashed the game. If I am unable to do this, I may have to scale back the last few levels of this game in terms of coding ambition. For wall textures, I am unsure how to accomplish this without destroying my doors and floor codes in the 29 maps I have done so far.

Any ideas? Thanks for any replies.

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PostPosted: Sun Dec 04, 2016 6:42 pm
   Subject: Re: Going beyond 90 wall textures and 90 static objects?
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Uh, I don't know what the problem with the static is, because those there's not really a limit for (well, OK, the objects all have to have a number lower than 65536). Having more map tiles will probably require a bit of a code change; this thread will help with that, and should slot right in unless you've changed something else unusually. I can help if you have problems. Smile
Chris
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PostPosted: Sun Dec 04, 2016 6:48 pm
   Subject: Re: Going beyond 90 wall textures and 90 static objects?
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Barry wrote:
For statics, after reaching case 89 in wl_game.cpp, I attempted to pick back up at 332 (the next case after the enemies) but it crashed the game.

Using this as a reference:
http://diehardwolfers.areyep.com/viewtopic.php?p=37112#37112

I guess 332 would be:
::: CODE :::
         case 88:
         case 89:
            SpawnStatic(x,y,tile-23);
            break;

         case 332:
         case 333:                                 // etc.
            SpawnStatic(x,y,tile-265);
Barry
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PostPosted: Sun Dec 04, 2016 7:26 pm
   Subject: Re: Going beyond 90 wall textures and 90 static objects?
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Chris wrote:
Barry wrote:
For statics, after reaching case 89 in wl_game.cpp, I attempted to pick back up at 332 (the next case after the enemies) but it crashed the game.

Using this as a reference:
http://diehardwolfers.areyep.com/viewtopic.php?p=37112#37112

I guess 332 would be:
::: CODE :::
         case 88:
         case 89:
            SpawnStatic(x,y,tile-23);
            break;

         case 332:
         case 333:                                 // etc.
            SpawnStatic(x,y,tile-265);


Thanks! This worked!. Previously, I had simply added the extra cases but SpawnStatic was still (x,y,tile-23) which is likely why it was crashing the game.

AlumiuN wrote:
Uh, I don't know what the problem with the static is, because those there's not really a limit for (well, OK, the objects all have to have a number lower than 65536). Having more map tiles will probably require a bit of a code change; this thread will help with that, and should slot right in unless you've changed something else unusually. I can help if you have problems. Smile


I have already implemented that code, which is what enabled me to get from 64 wall textures to 90. However, values 90-143 in Plane 1 are doors and floor codes. How could I pick back up with wall textures with value 144 (I don't want to touch 90-143)?

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Passage to Hollenteufel Download: http://www.wolfenvault.com/files/barry/PTH.2.zip
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PostPosted: Sun Dec 04, 2016 9:52 pm
   Subject: Re: Going beyond 90 wall textures and 90 static objects?
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What happens when you change NEWTILE_OFFSET to 144?
Chris
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PostPosted: Mon Dec 05, 2016 8:38 am
   Subject: Re: Going beyond 90 wall textures and 90 static objects?
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Barry wrote:
I have already implemented that code, which is what enabled me to get from 64 wall textures to 90. However, values 90-143 in Plane 1 are doors and floor codes. How could I pick back up with wall textures with value 144 (I don't want to touch 90-143)?

There was a thread by Michael-John that asked the same question once, I guess it got axed with most of his posts. From what I remember, on top of what Tricob said, you also had to use -54 somewhere (the amount of tiles to skip to make 144 into 90).

Maybe it was something like this?
::: CODE :::
            else if (tile>=NEWTILE_OFFSET && tile < (NEWTILE_OFFSET+MAXWALLTILES))
            {
                tilemap[x][y] = tile - 54;
                actorat[x][y] = (objtype *)(uintptr_t) (tile - 54);
            }
Barry
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PostPosted: Mon Dec 05, 2016 10:28 pm
   Subject: Re: Going beyond 90 wall textures and 90 static objects?
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^^ Thanks! This works.

I then ran into ThunderEnema's deaf guard issue but AlumiuN's fix worked flawlessly for that.

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Atomprojekt Download: http://www.wolfenvault.com/files/barry/ATOM.3.zip
Passage to Hollenteufel Download: http://www.wolfenvault.com/files/barry/PTH.2.zip
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PostPosted: Tue Dec 06, 2016 1:38 pm
   Subject: Re: Going beyond 90 wall textures and 90 static objects?
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Chris wrote:
Barry wrote:
I have already implemented that code, which is what enabled me to get from 64 wall textures to 90. However, values 90-143 in Plane 1 are doors and floor codes. How could I pick back up with wall textures with value 144 (I don't want to touch 90-143)?

There was a thread by Michael-John that asked the same question once, I guess it got axed with most of his posts. From what I remember, on top of what Tricob said, you also had to use -54 somewhere (the amount of tiles to skip to make 144 into 90).

Maybe it was something like this?
::: CODE :::
            else if (tile>=NEWTILE_OFFSET && tile < (NEWTILE_OFFSET+MAXWALLTILES))
            {
                tilemap[x][y] = tile - 54;
                actorat[x][y] = (objtype *)(uintptr_t) (tile - 54);
            }


That should probably be something like:

::: CODE :::
            else if (tile>=NEWTILE_OFFSET && tile < (NEWTILE_OFFSET+MAXWALLTILES))
            {
                tilemap[x][y] = tile - (NEWTILE_OFFSET - 90);
                actorat[x][y] = (objtype *)(uintptr_t) (tile - (NEWTILE_OFFSET - 90));
            }


just to keep the use of the NEWTILE_OFFSET macro consistent.
Barry
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PostPosted: Sun Dec 18, 2016 4:18 pm
   Subject: Re: Going beyond 90 wall textures and 90 static objects?
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Barry wrote:
Chris wrote:
Barry wrote:
For statics, after reaching case 89 in wl_game.cpp, I attempted to pick back up at 332 (the next case after the enemies) but it crashed the game.

Using this as a reference:
http://diehardwolfers.areyep.com/viewtopic.php?p=37112#37112

I guess 332 would be:
::: CODE :::
         case 88:
         case 89:
            SpawnStatic(x,y,tile-23);
            break;

         case 332:
         case 333:                                 // etc.
            SpawnStatic(x,y,tile-265);


Thanks! This worked!. Previously, I had simply added the extra cases but SpawnStatic was still (x,y,tile-23) which is likely why it was crashing the game.

AlumiuN wrote:
Uh, I don't know what the problem with the static is, because those there's not really a limit for (well, OK, the objects all have to have a number lower than 65536). Having more map tiles will probably require a bit of a code change; this thread will help with that, and should slot right in unless you've changed something else unusually. I can help if you have problems. Smile


I have already implemented that code, which is what enabled me to get from 64 wall textures to 90. However, values 90-143 in Plane 1 are doors and floor codes. How could I pick back up with wall textures with value 144 (I don't want to touch 90-143)?


Alright, so I have run into an issue where any static object from 332 onward is counted as a "secret", even though it's not a pushwall. These objects are being added to secrettotal which is causing major issues with my secret ratios. Any ideas why this would happen?

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Passage to Hollenteufel Download: http://www.wolfenvault.com/files/barry/PTH.2.zip
Tricob
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PostPosted: Sun Dec 18, 2016 4:31 pm
   Subject: Re: Going beyond 90 wall textures and 90 static objects?
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Is there a "return;" command below SpawnStatic? I don't see it in the code you posted.
Barry
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PostPosted: Sun Dec 18, 2016 5:07 pm
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Tricob wrote:
Is there a "return;" command below SpawnStatic? I don't see it in the code you posted.


Thanks for pointing that out! It wasn't there. I added a break; like the rest of of the sections. That appears to have fixed it.

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Passage to Hollenteufel Download: http://www.wolfenvault.com/files/barry/PTH.2.zip
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PostPosted: Sun Dec 18, 2016 6:21 pm
   Subject: Re: Going beyond 90 wall textures and 90 static objects?
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You're right; it should've been "break" and not "return". Good call there. Thumbs Up
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