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Announcing the Diehard Wolfers' Mapping League!
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AlumiuN
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PostPosted: Sat Nov 04, 2017 11:12 pm
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Hmm, interesting. I'll take a look (and hopefully fix the other couple of things I've had outstanding for a long time) sometime this week.
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PostPosted: Tue Nov 07, 2017 7:31 am
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AlumiuN wrote:
Hmm, interesting. I'll take a look (and hopefully fix the other couple of things I've had outstanding for a long time) sometime this week.

Thank you very much. In case it helps, this also seems to happen with quick load (via F9) as well.

Best,

Ariel

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PostPosted: Tue Nov 07, 2017 2:36 pm
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I think I may have fixed it - was it changing the environment settings (ceil/floor colour, weather, etc) back to the map defaults, by any chance?
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PostPosted: Tue Nov 07, 2017 6:25 pm
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AlumiuN wrote:
I think I may have fixed it - was it changing the environment settings (ceil/floor colour, weather, etc) back to the map defaults, by any chance?

Indeed, it was as if the load game thing was taking all settings back to how it was when you started the level.

Best,

Ariel

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AlumiuN
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PostPosted: Tue Nov 07, 2017 7:26 pm
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OK, I'll upload a patch to fix that, the enemy proximity detection through wall corners, and a couple of other minor bugs soon.

EDIT: Uploaded the patch; there's a small problem with the "Change View" screen as a result of one fix, but I'm working on it, and it should only be cosmetic Smile
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PostPosted: Wed Nov 08, 2017 8:16 am
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AlumiuN wrote:
OK, I'll upload a patch to fix that, the enemy proximity detection through wall corners, and a couple of other minor bugs soon.

EDIT: Uploaded the patch; there's a small problem with the "Change View" screen as a result of one fix, but I'm working on it, and it should only be cosmetic Smile

Thank you for the new EXE, AlumiuN.

I have given it a quick test but I am afraid I cannot see how the enemy proximity detection through wall corners problem has been fixed - alas, I am still experiencing it just like before.

In addition, now the ammo rounds (whether used or unused) do not increase my ammo count; you can pick them up as long as your count is not zero, but the count remains unaltered. When I am down to zero rounds (meaning that I can only use the knife), I won't even be able to pick any up. Same problem with the health items - I walk right over them without picking them up.

I do not know if other new problems have surfaced in this latest EXE, but those are the ones I spotted after the quick test I ran.

Best,

Ariel

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AlumiuN
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PostPosted: Wed Nov 08, 2017 3:17 pm
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Arielus wrote:
I have given it a quick test but I am afraid I cannot see how the enemy proximity detection through wall corners problem has been fixed - alas, I am still experiencing it just like before.


Hmm, odd, my testing suggested it was working fine. Can you send me a map where it still happens for testing?

Arielus wrote:
In addition, now the ammo rounds (whether used or unused) do not increase my ammo count; you can pick them up as long as your count is not zero, but the count remains unaltered. When I am down to zero rounds (meaning that I can only use the knife), I won't even be able to pick any up. Same problem with the health items - I walk right over them without picking them up.


OH, I forgot that I also added the feature to allow the mapper to specify the maximum amounts of health or ammo that each item can give you, but I forgot to set up defaults, so they'll always default to 0. Razz I'll go fix that now.
AlumiuN
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PostPosted: Wed Nov 08, 2017 3:30 pm
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I've uploaded a patch that adds defaults for the maximum health and ammo values of each relevant item, allows the amount of health and ammo provided by the 1up to be specified, and updates the default mapinfo file to show how to use those options.
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PostPosted: Wed Nov 08, 2017 5:21 pm
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AlumiuN wrote:
Arielus wrote:
I have given it a quick test but I am afraid I cannot see how the enemy proximity detection through wall corners problem has been fixed - alas, I am still experiencing it just like before.


Hmm, odd, my testing suggested it was working fine. Can you send me a map where it still happens for testing?

Please let me test this again before I provide a definite answer. I do believe I've seen no changes on my end, but let me give it another try just in case.

AlumiuN wrote:
I've uploaded a patch that adds defaults for the maximum health and ammo values of each relevant item, allows the amount of health and ammo provided by the 1up to be specified, and updates the default mapinfo file to show how to use those options.

The new settings in the text file do seem to have fixed the issue. However, I am not sure the following ammo settings are working entirely correct.

See, I have these settings in a test text file:

fullclip = 5
fullclipmax = 100

I interpret this to mean that every full clip will give me 5 rounds of ammo, and that I cannot exceed from 100 rounds of ammo in my own stock.

I am at 30 something and I cannot pick any more ammo.

Thoughts?

Thanks,

Ariel

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PostPosted: Wed Nov 08, 2017 5:44 pm
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Arielus wrote:
AlumiuN wrote:
I've uploaded a patch that adds defaults for the maximum health and ammo values of each relevant item, allows the amount of health and ammo provided by the 1up to be specified, and updates the default mapinfo file to show how to use those options.

The new settings in the text file do seem to have fixed the issue. However, I am not sure the following ammo settings are working entirely correct.

See, I have these settings in a test text file:

fullclip = 5
fullclipmax = 100

I interpret this to mean that every full clip will give me 5 rounds of ammo, and that I cannot exceed from 100 rounds of ammo in my own stock.

I am at 30 something and I cannot pick any more ammo.


That is indeed what that should mean (although it more specifically means that you can't exceed 100 ammo from picking up full clips, if another item has a higher maximum you will be able to exceed it with that). I'll look into it.

EDIT: I've uploaded a patch that should hopefully fix the problem.
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PostPosted: Wed Nov 08, 2017 6:44 pm
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Looks like the latest patch does seem to have fixed the problem (the ammo-related one).

I still owe you an answer on the enemy proximity detection through wall corners problem. I will try and re-test this one out tomorrow and get back on it.

Might also be a good idea to let anybody that has submitted levels to revisit their maps in light of all of these recent changes, no?

Best,

Ariel

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PostPosted: Sat Nov 11, 2017 6:46 am
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Arielus wrote:
I still owe you an answer on the enemy proximity detection through wall corners problem. I will try and re-test this one out tomorrow and get back on it.

Based on the tests that I have been able to run, this does appear to have been fixed as well. If I have the glitch reproduce again I will post about it, but in principle it does look to have been corrected.

Best,

Ariel

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PostPosted: Fri Nov 24, 2017 7:13 pm
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AlumiuN, I don't know if the following has been specified, but it just occurred to me that if it hasn't, then it might be worth clarifying so that people know:

Is there a limit of maps you are considering per participant? In other words, what's the total of maps that participants are allowed to submit for this one package?

Thank you,

Ariel

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PostPosted: Fri Nov 24, 2017 8:13 pm
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I haven't explicitly stated it, but in general there's probably a limit of two unless we end up a lot of maps in a particular set, in which case I might extend that.
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PostPosted: Sat Jan 13, 2018 3:32 pm
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I encourage everyone here to give the new MMC a try as far as making a map. I'm aware that the layout of switches and pushwalls has changed, but it's all for the better - You can teleport to have yourself pointed in direction you choose (rather than having to deal with one direction for every single teleport), there are 8 different pushwall types available, and there is of course new wall patterns available. I *do* have to replace several walls and objects (as the places they appear have been moved), but if you haven't made much progress with a WIP map, I found it's quite worth it. Smile
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PostPosted: Sat Jan 13, 2018 3:59 pm
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I have received four maps thus far; by the sound of things it won't be long before we have enough to set a deadline Smile

If anyone has any suggestions for stuff they want added for the next league, now is probably a good time to suggest it. I have a couple of small changes that I'll be implementing, but at this stage I'm not planning anything like the shakeup between the last MMC and this league.
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PostPosted: Sat Jan 13, 2018 9:11 pm
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AlumiuN wrote:
If anyone has any suggestions for stuff they want added for the next league, now is probably a good time to suggest it. I have a couple of small changes that I'll be implementing, but at this stage I'm not planning anything like the shakeup between the last MMC and this league.

Here's a crazy one in case you would like to think about it:

How about we allow more than one song per level? Maybe control them via the teleporting system, pretty much like we can now control the shading, the floor and the ceiling colours, etc.? I would see it as a feature that might come in handy when you want to strengthen or emphasize a change of atmosphere in a level (moving from a mid-tempo to a fast-paced song or vice versa, maybe even go from a non-boss song to a boss song in sequences where you're expected to fight a boss?). A fade-out/fade-in effect for the song volume when you're teleporting would also help the transition from one tune to the other, I would imagine.

Just an idea.

Best,

Ariel

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PostPosted: Sat Jan 13, 2018 9:30 pm
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I can certainly do that, but I'm not sure how easy a fade-in/fade-out would be to implement, as the Adlib system is not easy to work with.
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PostPosted: Sun Jan 14, 2018 6:13 am
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I'd like to see some new treasure items added to the list. I have eight images ready for this, along with several new sound effects to accompany them. I've checked, and they work with the Wolf3D/SOD palette.
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PostPosted: Tue Jan 16, 2018 8:08 pm
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AlumiuN wrote:
I can certainly do that, but I'm not sure how easy a fade-in/fade-out would be to implement, as the Adlib system is not easy to work with.

Thank you very much for looking into this.

In addition to that, how painful would it be to allow control over the intensity of the rain and the snow? Perhaps via parameters in the text file along the lines of "snow1", "snow2", ..., "snowN", where the higher in the count you go, the more intense the weather is?

Best,

Ariel

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PostPosted: Tue Jan 16, 2018 11:06 pm
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Almost trivial for a simple system; I think I can probably come up with something that allows finer control without too much effort Smile
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PostPosted: Wed Jan 17, 2018 7:43 am
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I looked into such a system once before. The catch is that additional raindrops suddenly appear in mid-air, as if the game suddenly suffered from a jump-cut. I'm sure there's something in the algorithm that will allow you to make the transition more smooth, but the mathematics of this one are beyond me. I encourage you to give it your own try; your way of thinking is different from mine, and it's rewarded you in the coding department more than once. Smile
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PostPosted: Wed Jan 17, 2018 1:11 pm
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Tricob wrote:
I looked into such a system once before. The catch is that additional raindrops suddenly appear in mid-air, as if the game suddenly suffered from a jump-cut. I'm sure there's something in the algorithm that will allow you to make the transition more smooth, but the mathematics of this one are beyond me. I encourage you to give it your own try; your way of thinking is different from mine, and it's rewarded you in the coding department more than once. Smile


Because this uses my particle system all I have to do is just create more particles; I won't let it create them as much as the old blizzard option that created a preposterously huge number of them, but it shouldn't create much slowdown to increase them a bit.
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PostPosted: Wed Jan 17, 2018 10:39 pm
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Is this problem solely on my end? If I try to load up a saved game for Level Two *before* I start up a New Game, the EXE crashes every time. However, if I start a New Game, any and every saved game seems to load fine.

AlumiuN - can you replicate this problem? If not, let me know, and I'll see about E-Mailing you the MAP (ChaosEdit) and ML1 file. Smile
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PostPosted: Wed Jan 17, 2018 11:11 pm
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I'll take a look; the map and mapinfo files would be appreciated to help narrow it down Smile
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PostPosted: Thu Jan 18, 2018 7:51 pm
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I've uploaded a fix for the crashing problem when loading a game without starting a new one first; although it's unlikely to be an issue, any saved games made before the patch will now be invalid.
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PostPosted: Fri Jan 19, 2018 11:15 am
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I definitely still intend to create a map for this new engine, would love to play around with it. If time permits it, which is so often the problem nowadays.
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PostPosted: Fri Jan 19, 2018 11:44 am
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There's the point, I think I said the same on the first page. Very Happy
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PostPosted: Fri Jan 19, 2018 11:52 am
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Wolf3DGuy wrote:
There's the point, I think I said the same on the first page. Very Happy


Haha yeah, it's a common problem. Smile
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PostPosted: Fri Jan 19, 2018 5:12 pm
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I intend to have my map completed and sent out before the end of the month. I'm adding a few more secrets to the whole thing, which I didn't originally plan on doing. It's just some last-minute ideas. Smile
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