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Map of the Month Q1 2014
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ronwolf1705
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PostPosted: Wed Jan 01, 2014 4:55 pm
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Because there were few participants the previous round, this round of the Map of the Month competition will go on for 3 months (Q1 2014). This way we hope to attract some more participants. It might be a competition, but it also just good fun to create a nice set of Wolfenstein 3D levels. So even if you're not a big fun of extensive features, it is entirely possible to just create a good ol' vanilla Wolf3d map. Whatever you want to do, it's up to you.

The engine, along with the map definition files, can be found here:

AlumiuN wrote:
Here's the new MMC stuff for the first quarter of 2014. The changes are as follows:

- New particle system for weather, use a code of 3 for a blizzard
- New wall tiles starting at 300 (don't use them for defining features, I don't know what will happen if you do Razz)
- Multiple pushwalls can be switched at once, can be switched more than once (if walls get pushed into the right spots), and don't count towards the secret total
- Pushwalls kill enemies and the player if they're in the way
- An object that blocks pushwalls (dead enemies no longer stop pushwalls)
- An object that allows pushwalls to go through walls
- Explosive barrels
- Collapsible columns
- Fences as directional sprites
- A random boss object (this should be interesting Razz)
- Probably something else I've forgotten that I put it Very Happy


Completed maps can be send to my email adress, which is my MSN adress. Just check the messenger button.

Any questions can be asked here.
Thomas
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PostPosted: Wed Jan 01, 2014 5:46 pm
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I am interested, big-time, but it is possible to make a map using MapEdit?
AlumiuN
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PostPosted: Wed Jan 01, 2014 6:19 pm
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Thomas wrote:
I am interested, big-time, but it is possible to make a map using MapEdit?


Yup, the definitions for it are included Smile
Tricob
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PostPosted: Wed Jan 01, 2014 6:40 pm
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Things of note from the DOCs:

Quote:
[6,0] = Shading Off (1=Turn Off shading, 0 or anything else turns shading on)
Apparently, you need to put "1" instead of Zero to turn the shading off.
AlumiuN
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PostPosted: Wed Jan 01, 2014 6:55 pm
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Tricob wrote:
Things of note from the DOCs:

Quote:
[6,0] = Shading Off (1=Turn Off shading, 0 or anything else turns shading on)
Apparently, you need to put "1" instead of Zero to turn the shading off.


Yeah, I left that how it was originally. I can change it if it's an issue.
Arielus
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PostPosted: Thu Jan 02, 2014 5:06 am
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It's fantastic news that this competition will continue. I shall do my very best to contribute to the next package.

Ariel

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ronwolf1705
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PostPosted: Thu Jan 02, 2014 6:29 am
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Great to hear! I really hope this edition will be a return to the earlier rounds: lots of participants (with some nice surprises hopefully!), diversity in maps and overall just having a lot of fun to create and play this.
Lozer_42
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PostPosted: Thu Jan 02, 2014 12:44 pm
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Hopefully I'll be able to submit one this time

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Tricob
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PostPosted: Thu Jan 02, 2014 2:35 pm
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Is it just me? There's a *very* small IMF sound used for CORNER_MUS in AUDIOT, rather than the first tune of the set, the content of CORNER_MUS takes the place of DUNGEON_MUS, and so on. Is this intentional? Confused

AlumiuN wrote:
Tricob wrote:
Things of note from the DOCs:

Quote:
[6,0] = Shading Off (1=Turn Off shading, 0 or anything else turns shading on)
Apparently, you need to put "1" instead of Zero to turn the shading off.


Yeah, I left that how it was originally. I can change it if it's an issue.
Assuming I'm understanding the post right, I was actually suggesting a change to the DOCs rather than a change to the EXE. I'd recommend the EXE remain unchanged simply for compatibility's sake. Smile
AlumiuN
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PostPosted: Thu Jan 02, 2014 4:33 pm
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Tricob wrote:
Is it just me? There's a *very* small IMF sound used for CORNER_MUS in AUDIOT, rather than the first tune of the set, the content of CORNER_MUS takes the place of DUNGEON_MUS, and so on. Is this intentional? Confused


Erm, no, that's not supposed to be there. ChaosEdit still seems to play the music fine, but I'm not entirely familiar with which music should be where. It must have happened when I added entries for the new sounds. Can you verify that the music is off by one?

Tricob"[quote="AlumiuN wrote:
Tricob wrote:
Things of note from the DOCs:

Quote:
[6,0] = Shading Off (1=Turn Off shading, 0 or anything else turns shading on)
Apparently, you need to put "1" instead of Zero to turn the shading off.


Yeah, I left that how it was originally. I can change it if it's an issue.
Assuming I'm understanding the post right, I was actually suggesting a change to the DOCs rather than a change to the EXE. I'd recommend the EXE remain unchanged simply for compatibility's sake. Smile[/quote]

Actually, you might be right, I think anything except a zero now turns shading off. I don't think there were any maps where someone used a different value for it, but nevertheless I should probably update the DOC.
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PostPosted: Thu Jan 02, 2014 6:03 pm
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AlumiuN wrote:
Tricob wrote:
Is it just me? There's a *very* small IMF sound used for CORNER_MUS in AUDIOT, rather than the first tune of the set, the content of CORNER_MUS takes the place of DUNGEON_MUS, and so on. Is this intentional? Confused


Erm, no, that's not supposed to be there. ChaosEdit still seems to play the music fine, but I'm not entirely familiar with which music should be where. It must have happened when I added entries for the new sounds. Can you verify that the music is off by one?
Yes, WDC verifies this. (Click the "note" button.) I first noticed it when I ran a WIP map. The menu, title screen, and game were all playing back the wrong music.
AlumiuN
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PostPosted: Thu Jan 02, 2014 6:25 pm
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I've just fixed the archive so that the music is in the correct position, and I've updated the DOC too.
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PostPosted: Fri Jan 03, 2014 3:41 am
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Maybe I will have a try, in what format do we have to send the map back?
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PostPosted: Fri Jan 03, 2014 6:37 am
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Both a map-file (from any editor) or a GAMEMAPS-file is fine with me. Thumbs Up
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PostPosted: Fri Jan 03, 2014 6:38 am
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BTW AlumiuN, did you update the DOC files with the new features? It might get confusing for some otherwise, or worse, they might not know some of the features are available.
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PostPosted: Fri Jan 03, 2014 6:59 am
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Ok Smile

And any clue why I am getting this when I launch a new game - just after difficulty selection (I first edit the map #1 to add an entry point etc) ?

::: CODE :::
Out of memory at C:\Game Stuff\NewMMC\id_ca.cpp:745
ronwolf1705
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PostPosted: Fri Jan 03, 2014 7:33 am
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AlumiuN probably knows this better, but it might be because you have not set up all the map defined properties yet? Or did you use a map that was already in there, but only added a start position?
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PostPosted: Fri Jan 03, 2014 9:25 am
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The first map I have is called "Default Setting" and contains the first top line with "value-walls", as well as some of the first left column.
So I added a room and a start position in this map (outside the config area).

The 59 other maps have only a corridor with a start position and a end-game trigger. Without the "value walls".
ronwolf1705
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PostPosted: Fri Jan 03, 2014 9:34 am
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I just tried it myself; created a room with a starting position, and I didn't have any problems. Have you tried it again? Otherwise we have to wait for AlumiuN for the possible solution.
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PostPosted: Fri Jan 03, 2014 11:36 am
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I redownloaded the archive
http://download1668.mediafire.com/bbx1sy41ocxg/nq51728fgg14beu/MMC2014Q1.zip

ran without any modification => same error
added a room with a starting position with HWE => same error

Let's wait AlumniuN then.
Thanks for your help so far! Smile
AlumiuN
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PostPosted: Fri Jan 03, 2014 3:53 pm
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Oh great, I think that means WDC must have messed up the audio files. I only tested the new AUDIOT file to check the music was in place, not that it actually worked (because I assumed it would). [Censored] brilliant. Anyone know an alternate program I can use to insert new PC and adlib sounds that won't [Censored] up the AUDIOT file?

ronwolf1705 wrote:
BTW AlumiuN, did you update the DOC files with the new features? It might get confusing for some otherwise, or worse, they might not know some of the features are available.


Most of the new features are extensions of old ones or should be self-explanatory based on their entry in the definitions. The others I believe I have updated the DOC with.
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PostPosted: Fri Jan 03, 2014 5:19 pm
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I'm having no problems with the AUDIO files on my end, but the only files I updated were AUDIOT AND AUDIOHED.WL6.

I'd like users to say what happens when you extract all the files from the ZIP into a folder, and run the EXE. *Don't* use the files you had before. I was unable to get the EXE running when I tried.
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PostPosted: Fri Jan 03, 2014 6:31 pm
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I'm having issues with them Razz So I dunno what you've done to make it work, but either way it still needs fixing.
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PostPosted: Sat Jan 04, 2014 6:37 am
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There's something in the GAMEMAPS files it doesn't like. Use an older GAMEMAPS set, and you'll be fine. Smile
AlumiuN
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PostPosted: Sat Jan 04, 2014 1:43 pm
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Oh, I know what the problem is; for some reason when WDC inserted that empty song at the front it threw out the song at the end, which was the default music track. I've updated the download again, and it should work properly now.
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PostPosted: Sat Jan 04, 2014 7:26 pm
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AlumiuN wrote:
Oh, I know what the problem is; for some reason when WDC inserted that empty song at the front it threw out the song at the end, which was the default music track. I've updated the download again, and it should work properly now.
Yep, that did the trick; the map is playing the Hogan's Heroes theme song, although the map per se isn't functional. I assume this theme song is what the map was supposed to do. Smile
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PostPosted: Sat Jan 04, 2014 10:16 pm
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That first map is a set of default settings (I believe ones equivalent to normal Wolf values for the most part), it's not supposed to be functional as a map until you add a start position and whatnot. But yes, that song is the intended one Smile
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PostPosted: Sun Jan 05, 2014 3:42 am
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Wouldn't it make sense to put a generic "test map" in the first slot, so that newbies a) don't get tripped up by the mummified BJ effect and, b) can see how all of the features work and how they look when mapping? IIRC, AReyeP did one at least once for the old MMCs. Not sure why this wasn't kept as a standard practice. Confused
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PostPosted: Sun Jan 05, 2014 3:53 am
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I don't remember there being a test map, I just used the GAMEMAPS file from the old construction kit (which I've just realised I forgot to update with a shading cutoff value).
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PostPosted: Sun Jan 05, 2014 5:32 am
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I think a test map would be a good idea actually, for the reasons Andy stated. There was a test map in one of the versions you had send me, perhaps you can expand that one a bit? Smile
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