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Flat wall textures and "next level" tile
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Max
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PostPosted: 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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PostPosted: Mon Sep 12, 2011 5:38 pm
   Subject: Re: Flat wall textures and "next level" tile
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http://diehardwolfers.areyep.com/viewtopic.php?t=2472
Max
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PostPosted: 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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PostPosted: 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.
Max
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PostPosted: Tue Sep 13, 2011 10:50 pm
   Subject: Re: Flat wall textures and "next level" tile
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Well... I noticed that Smile

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 Smile Sorry for bothering you with my questions ;p
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PostPosted: 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). Smile
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PostPosted: Wed Sep 14, 2011 7:49 am
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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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PostPosted: 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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PostPosted: 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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PostPosted: 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.
Max
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PostPosted: Fri Sep 16, 2011 10:57 am
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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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PostPosted: Sat Sep 17, 2011 12:43 pm
   Subject: Re: Flat wall textures and "next level" tile
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Max wrote:
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.

Like?
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PostPosted: Sun Sep 18, 2011 1:33 am
   Subject: Re: Flat wall textures and "next level" tile
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"unsigned screenBits = -1; // use "best" color depth according to libSDL"
When floors and ceiling are enabled.

Quote:

[Linker error] undefined reference to `GetShade(int)'
[Linker error] undefined reference to `shadetable'
[Linker error] undefined reference to `GetShade(int)'
[Linker error] undefined reference to `shadetable'
[Linker error] undefined reference to `GetShade(int)'
[Linker error] undefined reference to `shadetable'
[Linker error] undefined reference to `shadetable'
[Linker error] undefined reference to `GetShade(int)'
[Linker error] undefined reference to `shadetable'
[Linker error] undefined reference to `Scale3DShape(unsigned char*, unsigned int, statstruct*)'
[Linker error] undefined reference to `DrawFloorAndCeiling(unsigned char*, unsigned int, int)'
[Linker error] undefined reference to `InitLevelShadeTable()'
ld returned 1 exit status


When shading and directional sprites are enabled (wxcept directional sprites, which I didn't try before).
As I mentioned - it worked previously.
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PostPosted: 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.
Max
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PostPosted: Sun Sep 18, 2011 11:02 pm
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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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PostPosted: 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 Mr Green

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Max
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PostPosted: 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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PostPosted: Mon Sep 19, 2011 7:57 pm
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Did you try the "Clean" command or the "Rebuild All" command in the compiler?
Max
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PostPosted: Mon Sep 19, 2011 10:52 pm
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Rebuild all.
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