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DHW Mapping League 2 begins - grab the kit here!
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AlumiuN
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PostPosted: Thu Aug 01, 2019 2:32 am
   Subject: DHW Mapping League 2 begins - grab the kit here!
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Well, it's been a lot longer in the making than I was hoping, but the kit for DHWML 2 is finally here*!

(* currently with only Chaosedit definitions, a weird, cluttered test map, and no credits in the documentation; working on those Razz)

Big changes include:

- Dynamic enemy spawning (with multiple ways to choose which things spawn, and some items are available for spawning too)
- Massive weather system improvements, including timed phases, interpolated movement, custom particle colours, and no more silly "I moved too fast and now the particles are only in the roof"
- Lost Episode locked doors, items, and enemies
- Enemy health/damage/speed/animation speed multipliers (applied through "groups", which is also how you make enemies Lost Episodes versions)
- Environment switching without teleporters (and environments are now decoupled from teleporters)
- Pushwall teleportation and deletion objects
- Ability to specify a tile's object ID through the mapinfo file, which among other things, allows a total of 32 pushwall groups
- Berserk and invulnerability powerups, with customisable properties
- A toggle for stealthy knife kills
- A set of normal and Lostep permanently locked doors
- A whole bunch of SoD: Resurrection walls
- Non-mecha Hitler as boss
- Mapset selection menu (not actually sure if old mapsets are working yet; certainly they won't if you just copy it in from ML1, because I changed the compiled mapinfo format, so don't try it Razz)
- Some wall tiles (where appropriate) now show through to the sky/ceiling colour/etc.
- Patrolling enemies can be deaf
- Fix enemy sight and gunfire through pushwall blocks (i.e. the empty parts of a tile with a pushwall in it are now properly empty for sight and gunfire)
- Nested mapinfo IDs (check out mapinfo00.l00 to see this in action)
- New editing-friendly debug commands
Bksp-R to quick reload map with player in place
Bksp-D to freeze enemies and pushwalls
Bksp-E to edit environment values on the fly

And a bunch of other bug-fixes (most of which will apply to ML1 once I get it working).

Grab the kit here!
ronwolf1705
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PostPosted: Thu Aug 01, 2019 7:47 am
   Subject: Re: DHW Mapping League 2 begins - grab the kit here!
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Thanks for all the hard work you put into this! Smile
AlumiuN
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PostPosted: Thu Aug 01, 2019 4:59 pm
   Subject: Re: DHW Mapping League 2 begins - grab the kit here!
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You're welcome Smile I'm really looking forward to seeing what people come up with Very Happy

EDIT: Forgot to mention, I *guarantee* there will be bugs. There's at least one corner case with the block teleporters where they'll just delete the pushwalls instead that I haven't been able to track down yet, for instance.
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PostPosted: Fri Aug 02, 2019 4:50 am
   Subject: Re: DHW Mapping League 2 begins - grab the kit here!
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The work you have done on this is formidable! I can't wait to try this out!
(On a side note, I've never had much success with properly loading new definitions into ChaosEdit, could someone provide some insight into how that might be done?) ??

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PostPosted: Fri Aug 02, 2019 6:41 am
   Subject: Re: DHW Mapping League 2 begins - grab the kit here!
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In Chaosedits folder you have an extenstion.txt file, you need to open that. You need to type the extenstion of DHWML2 there then the name of the mapsymbols folder name then the palette folder name.

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Sigma64
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PostPosted: Fri Aug 02, 2019 12:27 pm
   Subject: Re: DHW Mapping League 2 begins - grab the kit here!
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Thanks! It worked perfectly!

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PostPosted: Sat Aug 03, 2019 1:00 pm
   Subject: DHW Mapping League 2 begins - grab the kit here!
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You're welcome! Cool
Tricob
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PostPosted: Sat Aug 03, 2019 7:02 pm
   Subject: Re: DHW Mapping League 2 begins - grab the kit here!
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Good to see the new version uploaded and ready to go. I've got an online video and Twilight Zone story demanding my attention right now, but maybe I'll get back to this when it's all done. Smile
Wolf3DGuy
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PostPosted: Sun Aug 04, 2019 3:07 am
   Subject: DHW Mapping League 2 begins - grab the kit here!
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I did a run on the test map, I kinda like the quake sounds and the particles when enemies spawn in and also the rain or snow particles too, nicely done! Thumbs Up

I might can contribute a map for the first time, not sure yet.
beefjerky26
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PostPosted: Wed Sep 18, 2019 3:26 am
   Subject: Re: DHW Mapping League 2 begins - grab the kit here!
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I'm trying to set it up in Chaos edit, all the symbols show up when I set it to the correct definitions file, but the objects still show up as unknown. What else do I have to set to have the items show up in chaos edit? Thanks.
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PostPosted: Wed Sep 18, 2019 3:28 am
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I'm sorry I didn't read earlier posts I see now how to do it! Thanks for the work put in for this.
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PostPosted: Wed Sep 18, 2019 3:37 am
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I did what Wolf3dguy said to do, all the symbols are correct now, but the names don't show up, and nothing looks right in the 3d editor.
AlumiuN
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PostPosted: Wed Sep 18, 2019 3:43 am
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IIRC, the file that would make the 3D editor look correct I've never bothered updating (I can get the sprites to look right, but it only supports wall textures of up to 64 (and also doesn't allow for the fact that some have offset values), so I kind of just gave up on trying to make it work properly). As for the other issues, make sure you're using the most recent version of Chaosedit (which I think should be v1.27 prerelease); also make sure you put *all* of the files from the subfolder of the Definitions folder into Chaosedit's definitions folder (i.e. at least the symbols.bmp and lists.txt files).
Arielus
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PostPosted: Sat Nov 09, 2019 3:22 pm
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AlumiuN, just curious - any submissions yet?

Thank you!

Ariel

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AlumiuN
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PostPosted: Sat Nov 09, 2019 3:33 pm
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No, none thus far.
Arielus
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PostPosted: Sun Nov 10, 2019 8:17 pm
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Thank you, Sir.

Quick question for everyone: should maps still be made with the current mapping kit, or is it advisable to wait until an update is out?

Best,

Ariel

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AlumiuN
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PostPosted: Sun Nov 10, 2019 8:55 pm
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I haven't made any modifications to the kit since release, and I don't intend to (besides bug fixes and whatnot, of course).
Arielus
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PostPosted: Sun Nov 17, 2019 2:38 pm
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AlumiuN wrote:
I haven't made any modifications to the kit since release, and I don't intend to (besides bug fixes and whatnot, of course).

Thank you, Sir.

Best,

Ariel

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Arielus
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PostPosted: Fri Nov 29, 2019 1:26 pm
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AlumiuN,

In case you would like to look into it, the Change View screen is a bit buggy. For some reason it shows the status bar and the instructions at the bottom will sometimes disappear.

Also, is it possible that the invulnerability effect will not expire? I picked up one, then picked up another one before the first one had expired, and when the countdown reached zero, the effect did not wear off.

Best,

Ariel

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AlumiuN
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PostPosted: Fri Nov 29, 2019 3:49 pm
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Arielus wrote:
In case you would like to look into it, the Change View screen is a bit buggy. For some reason it shows the status bar and the instructions at the bottom will sometimes disappear.


Yeah, that's been that way for a while. I'll try to fix at some point.

Arielus wrote:
Also, is it possible that the invulnerability effect will not expire? I picked up one, then picked up another one before the first one had expired, and when the countdown reached zero, the effect did not wear off.


It was working fine last time I tested it, so you might have found a corner case; out of interest, what was the stacking setting for it?
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PostPosted: Fri Nov 29, 2019 4:11 pm
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AlumiuN wrote:
Arielus wrote:
In case you would like to look into it, the Change View screen is a bit buggy. For some reason it shows the status bar and the instructions at the bottom will sometimes disappear.


Yeah, that's been that way for a while. I'll try to fix at some point.

Thank you!

AlumiuN wrote:
Arielus wrote:
Also, is it possible that the invulnerability effect will not expire? I picked up one, then picked up another one before the first one had expired, and when the countdown reached zero, the effect did not wear off.


It was working fine last time I tested it, so you might have found a corner case; out of interest, what was the stacking setting for it?

I applied no specific settings. This happened in the test map you included in the mapping kit, for which, I believe, there is no setting for the invulnerability item in the settings text file. The EXE must have used the default values, then?

Best,

Ariel

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PostPosted: Fri Nov 29, 2019 7:41 pm
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I tracked it down; apparently I never tested the stacked powerups ending. I've got a couple of other things to straighten out, then I'll upload a patch that fixes it.

EDIT: I've updated the kit with the fix for the issue.
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PostPosted: Sat Nov 30, 2019 8:15 am
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Arielus wrote:
In case you would like to look into it, the Change View screen is a bit buggy. For some reason it shows the status bar and the instructions at the bottom will sometimes disappear.
Is this a resolution-specific issue? I usually run the game in 960x600 or 1280x800.
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