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Max
Can I Play Daddy


Joined: 04 Sep 2011
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Posted: Mon Sep 12, 2011 4:01 am
Subject: Flat wall textures and "next level" tile
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I couldn't find this in any tutorial but it's used in almost every mod.
How to place falt wall texturs used to support beams, fences etc?
2 - how to add a tile which transports player to a following level? Used in Unsung, Orb of Dilaaria and lot of other things. |
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Tricob
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Joined: 14 Mar 2005
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Max
Can I Play Daddy


Joined: 04 Sep 2011
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Posted: Mon Sep 12, 2011 10:20 pm
Subject: Re: Flat wall textures and "next level" tile
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Ok, thanks,, but if I don't know how is this called in Wolf language how is this link supposed to help me? |
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Tricob
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Posted: Tue Sep 13, 2011 5:42 pm
Subject: Re: Flat wall textures and "next level" tile
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They're a list of links to code tutorials. Just click the proper link, and the tutorial appears. |
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Max
Can I Play Daddy


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Posted: Tue Sep 13, 2011 10:50 pm
Subject: Re: Flat wall textures and "next level" tile
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Well... I noticed that
What I was asking about is how are the feature I was referring to in the first post, are properly called in Wolfenstein modding community. Since I don't know how I don't know under what name should I look for them Sorry for bothering you with my questions ;p |
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ronwolf1705
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Joined: 31 Jul 2006
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Posted: Wed Sep 14, 2011 7:14 am
Subject: Re: Flat wall textures and "next level" tile
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I think you mean directional sprites (tutorial by Ripper) and end level tile (tutorial by Adam Biser).  |
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Max
Can I Play Daddy


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Posted: Wed Sep 14, 2011 7:49 am
Subject: Flat wall textures and "next level" tile
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This and this. Directional sprites? I always supposed they are walls (in the way the engine renders them).
Thank you. I'll try to put this in my mod ;]
edit:
So level ending tile is actually an object instead of floor code? Could I just change a code of one of floors to make it end current level with all it's consequences? |
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Tricob
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Joined: 14 Mar 2005
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Posted: Wed Sep 14, 2011 3:02 pm
Subject: Re: Flat wall textures and "next level" tile
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Max wrote:
So level ending tile is actually an object instead of floor code?
It's not either; it's invisible. It only spawns a Static Object if you program it to.
Quote:
Could I just change a code of one of floors to make it end current level with all it's consequences?
If you prefer. |
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Max
Can I Play Daddy


Joined: 04 Sep 2011
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Posted: Thu Sep 15, 2011 1:15 am
Subject: Re: Flat wall textures and "next level" tile
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I tried to remove lives and level counter. So i just removed that hoping that will somehow work. Now the complier says there is a "undefined reference to `DrawLives()". -> unsigned screenBits = 0 If I only knew what are ScreenBits! |
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Tricob
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Joined: 14 Mar 2005
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Posted: Thu Sep 15, 2011 6:16 pm
Subject: Re: Flat wall textures and "next level" tile
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Try commenting out the lines that call up "DrawLives", but leave the routine itself in. The routine itself will start with the word "void". I don't recommend removing the routines entirely unless you're a very experienced coder.
Off the top of my head, DrawLives and DrawLevel are called up in WL_AGENT and WL_GAME. It probably appears more than once in these files. |
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Max
Can I Play Daddy


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Posted: Fri Sep 16, 2011 10:57 am
Subject: Re: Flat wall textures and "next level" tile
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Well, now I'm cunfused once again.
I tried to make working exe with some features for second time. I did everything that made this damn thing work for the last time, but again - it doesn't want to cooperate. I thought coding is about logic but it seems it's just the contrary as the complier is able to find most useless arguments just to work not. |
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Chris
DieHard Wolfer


Joined: 11 Mar 2003
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Location: Canada

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Max
Can I Play Daddy


Joined: 04 Sep 2011
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Tricob
Moderator


Joined: 14 Mar 2005
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Posted: Sun Sep 18, 2011 1:19 pm
Subject: Re: Flat wall textures and "next level" tile
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You need to add the WL_SHADE files to your project. Same goes for the DIR3D files and FLOORCEILING. |
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Max
Can I Play Daddy


Joined: 04 Sep 2011
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Posted: Sun Sep 18, 2011 11:02 pm
Subject: Re: Flat wall textures and "next level" tile
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Hm. Right! So it's still about logic, after all.
"unsigned screenBits = -1; // use "best" color depth according to libSDL"
I keep getting warinings about this. |
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Codetech84
Code Master

Joined: 12 Mar 2003
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Posted: Sun Sep 18, 2011 11:33 pm
Subject: Re: Flat wall textures and "next level" tile
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Max wrote:
Hm. Right! So it's still about logic, after all.
"unsigned screenBits = -1; // use "best" color depth according to libSDL"
I keep getting warinings about this.
The problem is that unsigned value can't have a negative value because it's missing the sign bit.
Change the value to:
::: CODE :::
unsigned screenBits = 0;
And adjust this piece in id_vl.cpp to this:
::: CODE :::
if(screenBits == 0)
{
const SDL_VideoInfo *vidInfo = SDL_GetVideoInfo();
screenBits = vidInfo->vfmt->BitsPerPixel;
}
No more warnings  |
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Max
Can I Play Daddy


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Posted: Mon Sep 19, 2011 12:50 am
Subject: Re: Flat wall textures and "next level" tile
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What files are required to run directional 3D sprites?
I've added wl_dir3dspr only.
" [Linker error] undefined reference to `Scale3DShape(unsigned char*, unsigned int, statstruct*)' " |
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Tricob
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Posted: Mon Sep 19, 2011 7:57 pm
Subject: Re: Flat wall textures and "next level" tile
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Did you try the "Clean" command or the "Rebuild All" command in the compiler? |
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Max
Can I Play Daddy


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Posted: Mon Sep 19, 2011 10:52 pm
Subject: Re: Flat wall textures and "next level" tile
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Rebuild all. |
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