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Announcing the Diehard Wolfers' Mapping League!
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Tricob
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PostPosted: Sat Jan 20, 2018 10:36 am
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Hi, AlumiuN. Although your fixed for saved games seems to be working fine, I'm unable to get the map to give me 100% ratios. I've looked over both my map and the ML1 file to find out what I missed, but I have yet to uncover anything. I'm sorry to say I've looked over my map so many times, I can't even tell anymore if it's a problem with my map or a bug in EXE. I'd like you to look over the newest map for me; I think I need a fresher set of eyes to know for sure where the problem is. Smile
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PostPosted: Sat Jan 20, 2018 12:29 pm
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Sure, send me the current version of the map again and I'll take a look Smile
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PostPosted: Sat Jan 20, 2018 7:09 pm
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I've uploaded another small fix to the saved game functionality; hopefully that should be all I need to fix, but I suspect there may still be a bug causing a small amount of game state corruption, so if anyone finds that they save a game and it then crashes when they load it, it would be much appreciated if they could send it to me so I can take a closer look. Smile
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PostPosted: Sun Jan 21, 2018 3:26 pm
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Thanks to AlumiuN's help, all the problems with my map are fixed, and I've submitted my entry in the contest to AlumiuN through E-Mail.

I also hope to have another IMF submission ready to include in the mod before the contest is over.
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PostPosted: Sun Jan 21, 2018 3:41 pm
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Got it; this means we have five maps now. If there are no objections, I'll release the set on the 1st March, so getting your maps in at least a bit before then is a good idea Smile
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PostPosted: Sun Jan 21, 2018 8:28 pm
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I've sent AlumiuN a symbols-related update for ChaosEdit. With it, it should be a little bit easier to tell the Pushwall symbols apart now (The switch-related Pushwalls still appear the same).
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PostPosted: Tue Jan 30, 2018 4:34 pm
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AlumiuN,

Only in case there's still time for additions to the next mapping kit, here's two things I dreamt about last night (I really did, so call me crazy if you want to):

1) Would it be possible to summon specific wall blocks, much in the same fashion that it is now possible to destroy wall blocks via, for example, touchplate thingies?

2) How painful would it be to also summon baddies, but in stationary mode (meaning, not in attack mode)?

Thank you, Sir.

Ariel

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PostPosted: Tue Jan 30, 2018 6:11 pm
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1) I'd have to think about the implementation (not in terms of actually placing the walls, that's easy, but in terms of how to best allow mappers to use it), but it shouldn't be too hard

2) Probably not that painful; I also might be able to make the existing way of summoning enemies (i.e. having them already be on the map and run through a teleporter) only use objects and mapinfo definitions rather than requiring a "holding pen" for them, along with a bunch of other things. That'll require a bit more work but it also shouldn't be too hard Smile
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PostPosted: Wed Feb 14, 2018 1:05 am
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About two weeks left for people to get their maps for the first league in Smile

At this point, it's looking unlikely that I'll have the kit for the second league ready by then; hopefully I'll have it ready before the end of March. There'll be quite a lot of new features, but I'm always open to more (especially if they're relatively easy to implement); I have at least one in the pipeline that I'm fairly confident has never been done in Wolf3D before.
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PostPosted: Wed Feb 14, 2018 4:08 am
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AlumiuN wrote:
About two weeks left for people to get their maps for the first league in Smile

Looking forward to it! It will be very interesting to see what sorts of maps people have come up with with this new mapping kit and the capabilities it provides.

Best,

Ariel

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PostPosted: Wed Feb 14, 2018 1:18 pm
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AlumiuN wrote:
At this point, it's looking unlikely that I'll have the kit for the second league ready by then; hopefully I'll have it ready before the end of March. There'll be quite a lot of new features, but I'm always open to more (especially if they're relatively easy to implement); I have at least one in the pipeline that I'm fairly confident has never been done in Wolf3D before.
I do have an additional IMF tune in the works for the newest MMC kit. I just need to find a good download to IMF Creator.

I would hold back on releasing the kit until the winner to the upcoming contest is declared. It's possible that he/she has some additional features to suggest for the kit.
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PostPosted: Sat Feb 17, 2018 4:32 am
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Tricob wrote:
AlumiuN wrote:
At this point, it's looking unlikely that I'll have the kit for the second league ready by then; hopefully I'll have it ready before the end of March. There'll be quite a lot of new features, but I'm always open to more (especially if they're relatively easy to implement); I have at least one in the pipeline that I'm fairly confident has never been done in Wolf3D before.
I do have an additional IMF tune in the works for the newest MMC kit. I just need to find a good download to IMF Creator.
I have most of the work done on it now. The volume of some of the instruments needs to be adjusted, and I might change some of the instruments, but it's 100% functional at this point in time. The tune is called "Monster", and you might have heard me mention the tune before. Oddly enough, it involves the novel I wrote as well.

Edit: The instruments are all the right volume now, but I think the overall volume of the song should be slightly softer. So I'll do that.
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PostPosted: Sat Feb 17, 2018 4:18 pm
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AlumiuN - my IMF file for Wolf3D mods is finished. Are you interested in having it as a submission for the upcoming MMC map kit?
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PostPosted: Sat Feb 17, 2018 7:20 pm
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Sure; send it to my email as usual Smile
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PostPosted: Sun Feb 18, 2018 6:31 am
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AlumiuN wrote:
Sure; send it to my email as usual Smile
Done. Smile
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PostPosted: Sun Feb 18, 2018 6:35 am
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Tricob wrote:
AlumiuN wrote:
Sure; send it to my email as usual Smile
Done. Smile

Tricob, are there any tunes of yours in the current mapping kit? Just curious.

Thanks,

Ariel

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PostPosted: Sun Feb 18, 2018 5:24 pm
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Arielus wrote:
Tricob, are there any tunes of yours in the current mapping kit? Just curious.
I have four other submissions. If you access them in WDC, they'll be called up by these numbers:

38 - "Into The Fire" - This is my newest IMF creation found in the AUDIOT file.
39 - "Only One Survives" - This is the first IMF submission I've ever been responsible for.
40 - Title unknown - This music is used in Maze 2 of the Commodore 64 port of "Pac-mania". It's a simple Midi-to-IMF conversion.
41 - "There's Trouble Ahead" - This was my first IMF creation that sounded better in IMF form than it did in Midi or OGG form. It happens.

Tunes 38, 39, and 41 are all original compositions. "Monster" is also another original creation, although listeners' comparisons to "The Incredible Hulk" are pretty much unavoidable. Smile
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PostPosted: Wed Feb 21, 2018 7:30 pm
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Tricob wrote:
Arielus wrote:
Tricob, are there any tunes of yours in the current mapping kit? Just curious.
I have four other submissions. If you access them in WDC, they'll be called up by these numbers:

38 - "Into The Fire" - This is my newest IMF creation found in the AUDIOT file.
39 - "Only One Survives" - This is the first IMF submission I've ever been responsible for.
40 - Title unknown - This music is used in Maze 2 of the Commodore 64 port of "Pac-mania". It's a simple Midi-to-IMF conversion.
41 - "There's Trouble Ahead" - This was my first IMF creation that sounded better in IMF form than it did in Midi or OGG form. It happens.

Tunes 38, 39, and 41 are all original compositions. "Monster" is also another original creation, although listeners' comparisons to "The Incredible Hulk" are pretty much unavoidable. Smile

Thank you, Sir! Keep the compositions comin'! Smile

Best,

Ariel

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PostPosted: Wed Feb 21, 2018 7:32 pm
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AlumiuN,

Quick question: Does the current mapping kit allow for a teleporter to turn off the shading? Say you've been using shading throughout your level and you want to step into a teleporter and disable shading altogether (because the next room you step into is very bright, for instance). Is there a setting to accomplish that?

Sorry if the question is a bit basic...

Thank you kindly,

Ariel

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PostPosted: Wed Feb 21, 2018 8:16 pm
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Yes; setting the fog to 255 should do the trick Smile
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PostPosted: Thu Feb 22, 2018 5:20 am
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AlumiuN wrote:
Yes; setting the fog to 255 should do the trick Smile

It most definitely did!

Thank you!

Ariel

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PostPosted: Fri Feb 23, 2018 1:21 am
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There's about 5 days left to the scheduled release of this set; however, I seem to have introduced a rendering bug involving pushwalls that the player is against the back of at some point, so I'll be wanting to fix that before getting it released.
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PostPosted: Sun Feb 25, 2018 12:54 pm
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AlumiuN, only in case it is not too painful to do, would it also be possible to make regular Hitler a boss? I mean to say, keep having Mecha+Hitler like we have now, but also add just Hitler?

Thank you,

Ariel

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PostPosted: Sun Feb 25, 2018 1:23 pm
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I can definitely do that Smile
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PostPosted: Tue Feb 27, 2018 12:20 am
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Just a couple of days left; I'm planning to release the set at about midnight on the 1st (UTC), so unless I hear from someone that they are very close to finishing their map before then, there's not long to wait Smile

At this point, it's looking like the kit for the second league will take quite some time to finish (not because what I have planned is particularly complicated, just that I currently lack the energy to do it), but I'm hoping to have it ready in a month or two.
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PostPosted: Wed Feb 28, 2018 12:15 pm
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I have been made aware of more maps in the pipeline, so I'm delaying the release for a couple of days to give the makers time to get them in. Smile
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PostPosted: Wed Feb 28, 2018 2:11 pm
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I've now received the maps, so I'm putting the package together now. Smile
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PostPosted: Sat Mar 10, 2018 7:22 pm
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I'm intending to get some work done on the next kit in the next week, so I'd like to ask people two things.

The first is simple; if you have anything you want changed, added, or fixed, no matter how big or small, please tell me ASAP, as I'm refactoring a lot of code to make sure that any future mapping league EXE can play all of the previous leagues (this might not be ready when the kit is released but I'm intending to have it ready by the release of the next league).

The second is more complicated. I want to get people's opinions on an issue that is facing me when determining how to implement certain features in the new set -

Because I want people to be able to work on mapping league maps with any of the major editors (i.e. Mapedit, Chaosedit and WDC), the sheer number of objects present is starting to present issues; in the case of Mapedit, it's becoming increasingly difficult to make unique symbols that even come close to representing the object appropriately, and in the case of Chaosedit, objects above 511 can't have symbols associated with them (unless there is some extended functionality with the symbols.bmp file that I don't know about). I have come up with a solution for some things (in particular, the teleporter IDs have been expanded to 32 and are now used to specify properties of certain enemies, which I'll go into more detail in when releasing the kit Wink ), but in particular I'd like to allow more than eight pushwall groups and other things where the map plane is already used.

So, my current thinking is this - allow the third plane to be used to specify IDs for some things (in particular pushwall objects), but because Mapedit has no third plane access and Chaosedit's is basically hardcoded to floor & ceiling textures (which can be worked with but it's not ideal), this can also be specified in the mapinfo tile (with a format of something like "ID(x, y) = id"). It's a little clumsy, but it shouldn't have to be used a lot (the existing eight pushwall groups will probably keep their symbols, with the exception that group 8's symbols can be overridden by an ID specified in the aforementioned fashion (unless people want something interesting implemented that requires more symbols by necessity, in which case I'll reduce them to a single overridable group).

As always, I'm open to people's suggestions and recommendations on the matter.
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PostPosted: Sun Mar 11, 2018 11:22 am
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AlumiuN wrote:
I'm intending to get some work done on the next kit in the next week, so I'd like to ask people two things.

The first is simple; if you have anything you want changed, added, or fixed, no matter how big or small, please tell me ASAP, as I'm refactoring a lot of code to make sure that any future mapping league EXE can play all of the previous leagues (this might not be ready when the kit is released but I'm intending to have it ready by the release of the next league).

To consider adding:

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?

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.

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?

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.

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?

To consider fixing:

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.

AlumiuN wrote:
The second is more complicated. I want to get people's opinions on an issue that is facing me when determining how to implement certain features in the new set -

Because I want people to be able to work on mapping league maps with any of the major editors (i.e. Mapedit, Chaosedit and WDC), the sheer number of objects present is starting to present issues; in the case of Mapedit, it's becoming increasingly difficult to make unique symbols that even come close to representing the object appropriately, and in the case of Chaosedit, objects above 511 can't have symbols associated with them (unless there is some extended functionality with the symbols.bmp file that I don't know about). I have come up with a solution for some things (in particular, the teleporter IDs have been expanded to 32 and are now used to specify properties of certain enemies, which I'll go into more detail in when releasing the kit Wink ), but in particular I'd like to allow more than eight pushwall groups and other things where the map plane is already used.

So, my current thinking is this - allow the third plane to be used to specify IDs for some things (in particular pushwall objects), but because Mapedit has no third plane access and Chaosedit's is basically hardcoded to floor & ceiling textures (which can be worked with but it's not ideal), this can also be specified in the mapinfo tile (with a format of something like "ID(x, y) = id"). It's a little clumsy, but it shouldn't have to be used a lot (the existing eight pushwall groups will probably keep their symbols, with the exception that group 8's symbols can be overridden by an ID specified in the aforementioned fashion (unless people want something interesting implemented that requires more symbols by necessity, in which case I'll reduce them to a single overridable group).

As always, I'm open to people's suggestions and recommendations on the matter.

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.

Best,

Ariel

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PostPosted: Sun Mar 11, 2018 1:45 pm
   Subject: Re: Announcing the Diehard Wolfers' Mapping League!
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AlumiuN wrote:
The first is simple; if you have anything you want changed, added, or fixed, no matter how big or small, please tell me ASAP, as I'm refactoring a lot of code to make sure that any future mapping league EXE can play all of the previous leagues (this might not be ready when the kit is released but I'm intending to have it ready by the release of the next league).
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. 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. Smile

Quote:
So, my current thinking is this - allow the third plane to be used to specify IDs for some things (in particular pushwall objects), but because Mapedit has no third plane access and Chaosedit's is basically hardcoded to floor & ceiling textures (which can be worked with but it's not ideal), this can also be specified in the mapinfo tile (with a format of something like "ID(x, y) = id"). It's a little clumsy, but it shouldn't have to be used a lot (the existing eight pushwall groups will probably keep their symbols, with the exception that group 8's symbols can be overridden by an ID specified in the aforementioned fashion (unless people want something interesting implemented that requires more symbols by necessity, in which case I'll reduce them to a single overridable group).
I'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.
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