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Announcing the Diehard Wolfers' Mapping League!
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AlumiuN
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PostPosted: Sun Mar 11, 2018 2:51 pm
   Subject: Re: Announcing the Diehard Wolfers' Mapping League!
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Arielus wrote:
1) I was thinking, would it be a good idea to allow for multiple pages for saved games slots ala 'The Orb of Dilaaria'? In that mod, you can save up to 100 games if I recall correctly. Either go for ten pages (or however many pages we want), or otherwise make the page scroll down if that is even possible? I reckon that this capability might come in handy for single packages going over the 10-map count (such as the 1st Mapping League package with its 11 maps), or even more so when we start building the anthology as we go so that people do not have to manually administer saved games files outside of the game. Thoughts?


This shouldn't be too hard to do; I'm probably going to add a map select menu, so if I do it might not be strictly necessary.

Arielus wrote:
2) Also, would people be open to adding the Lost Episodes bosses? Just an idea. I believe that adding them should in principle not entail challenges code-wise (since I reckon they are mere sprite (and also sound?) replacements of the original SoD bosses), but it might be a bit time-consuming to get them in? Again, just a thought.


This may or may not have been a plan already Wink

Arielus wrote:
3) How about adding an in-game message that lets you know when you've died because of a moving wall? I understand that in many cases such a message will not be necessary as the death cause will be pretty obvious, but I am finding that in some cases you will have to wait between 3 to 4 seconds to realise it was a wall that killed you, especially when the camera rotates almost 360 degrees. Plus, perhaps the message in itself will not look too bad?


Can do.

Arielus wrote:
4) Would it be worth considering adding a toggle to choose whether the knife is a silent weapon or not? Just an idea. Some maps might benefit from the 'stealth' strategy that a silent weapon allows for.


Also can do.

Arielus wrote:
5) Here's a rather crazy one and I've no idea how painful it might be to pull it off: how about a toggle that lets you decide if moving walls can step into your teleporters and continue down their route elsewhere in the map?


This was also a plan Razz

To consider fixing:

Arielus wrote:
1) The in-game messages do not look entirely right when they are on screen and you die. Say you pick up an item and immediately die (or you step into an artifact of death), and then the red fade-in effect comes in, then you'll see that the messages get overlapped by the redness. I believe that a more aesthetic approach would be to bring the message to the front and keep the red fade-in to the back so that the message is completely visible.


This should be fairly easy.

Tricob wrote:
If I actually win the MCC contest for a change, I'd be requesting adding of eight new treasure types and a few 3D Directional Sprites relating to things like the Spear Rack from Wolf3D. Also to add to the list would be a number of new IMF tracks added to the list, which I'm working on now.


No need to win for that, send me the relevant sprites and details on the objects and I'll put them in.

Tricob wrote:
And the last thing I'd like to add would be a bug fix for the "killed by Pushwall" bug, where it spawns an invisible guard in the square of the fatal wall, "fires off" a fatal shot at the player, and then the EXE rotates the player's view to the guilty party.


It doesn't actually do anything that complicated; it just turns the player 180 degrees. I'll see if I can make it actually turn towards the pushwall in question (and fix the rendering for being in the front of a pushwall).

Arielus wrote:
I believe I kind of understand the limitations you are starting to face with old editors like MapEdit and ChaosEdit as the mapping kit keeps escalating. Just so I understand a bit further: are you looking into an alternative that would kind of emulate the capabilities you obtain by using a third plane (not accessible in MapEdit, and limited in ChaosEdit), but by using the mapinfo file instead? If that is the end goal, then exactly which capabilities would you enable via the mapinfo file that an editor such as WDC would normally enable via the third plane? I can easily imagine floor and ceiling textures, or certain weather effects ala 'The Orb of Dilaaria', where you would get, say, instant rain the moment you stepped out into a courtyard; however, those are not features we (currently) have, so I'm wondering what it would be that we would now have to enable via the mapinfo file? Sorry that I need this clarification; it's all so I can help.


I would not be enabling floor and ceiling textures; at present the main benefit would be to allow a significant number more pushwall groups. (As for weather switching, the next kit will have an object that switches to a certain teleporter group's environmental settings without actually doing any teleportation, which should make such things much less annoying to map around).

Tricob wrote:
'd prefer this be called up through the Mapinfo?? files instead. This is IMO unused, and it has a lot of potential to remove many of the limitations we have regarding mapping for just two planes on the map.


My intention was to allow for both the third plane and the mapinfo file to be used for specifying this, as if your editor supports it, using the third plane is much more elegant. It will have identical capabilities regardless of the method used.
Tricob
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PostPosted: Sun Mar 11, 2018 6:48 pm
   Subject: Re: Announcing the Diehard Wolfers' Mapping League!
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One last request, AlumiuN - I've found no option in the MAPINFO files where teleporting disables/enables shading; the on/off switch for shading at the start of the level is what you're stuck with. All you can do is adjust the settings of it. Yes, you can adjust the distance regarding walls per se, but the ceiling colors still adjust their colors to a certain degree. This is the only major fallback I've seen in mapping using your new MAPINFO code, and considering how many features the new code provides, that's a very good success ratio.
AlumiuN
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PostPosted: Sun Mar 11, 2018 8:41 pm
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Tricob wrote:
One last request, AlumiuN - I've found no option in the MAPINFO files where teleporting disables/enables shading; the on/off switch for shading at the start of the level is what you're stuck with. All you can do is adjust the settings of it. Yes, you can adjust the distance regarding walls per se, but the ceiling colors still adjust their colors to a certain degree. This is the only major fallback I've seen in mapping using your new MAPINFO code, and considering how many features the new code provides, that's a very good success ratio.


That actually works the way it used to - if you set the fog value to 255, there will be no shading applied. TBH I could probably do away with the "enableshade" option as it doesn't really do much any more.
AlumiuN
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PostPosted: Mon Mar 26, 2018 11:34 pm
   Subject: Re: Announcing the Diehard Wolfers' Mapping League!
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I've been having serious problems with energy of late, so this kit is not going to be ready by April; unfortunately I can't really give any sort of real timescale for it being ready, but hopefully it won't be too long.
Arielus
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PostPosted: Wed Mar 28, 2018 10:23 am
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AlumiuN wrote:
I've been having serious problems with energy of late, so this kit is not going to be ready by April; unfortunately I can't really give any sort of real timescale for it being ready, but hopefully it won't be too long.

Get well, mate!

All the best,

Ariel

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PostPosted: Wed Mar 28, 2018 2:41 pm
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Yeah man, get well, and take all the time you need!
Tricob
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PostPosted: Wed Mar 28, 2018 4:22 pm
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AlumiuN wrote:
I've been having serious problems with energy of late, so this kit is not going to be ready by April; unfortunately I can't really give any sort of real timescale for it being ready, but hopefully it won't be too long.
Take all the time you need; it sounds like you need a break from it.

Of course, if you win the MMC contest again, I suppose it might give you an adrenalin rush. Maybe. Smile
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