High Treason
Warrior
Resident Pervert and source of offensiveness.
Posts: 234
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Post by High Treason on Jul 17, 2016 18:15:31 GMT -5
I've been known to dabble in it from time to time. ----- Warehouses usually have a shoddily built office, maybe even a small kitchen and in larger installations, sometimes a computer system for keeping track of what is in the warehouse.
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Post by Ninjakitty on Jul 17, 2016 18:21:27 GMT -5
I've been known to dabble in it from time to time. ----- Warehouses usually have a shoddily built office, maybe even a small kitchen and in larger installations, sometimes a computer system for keeping track of what is in the warehouse. Cool builds! Also, thanks for the ideas. I don't know why I haven't thought of them before.
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High Treason
Warrior
Resident Pervert and source of offensiveness.
Posts: 234
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Post by High Treason on Jul 17, 2016 19:13:22 GMT -5
They were incomplete when the shots were taken and the bedrock stuff is temporary - that is a creative world as I don't see much point in survival mode for single player and I mostly want to play with redstone. Sometimes, in level design, you have to make decisions based on gameplay over realism. By that I mean that things in a warehouse or any other setting may be allowed some creative liberty if it helps the level in some way. In the levels I made for Duke there are occasional oddities like chairs the player can walk through and exaggerated elevator controls such that the room to enable the elevator contains tech panels, lights and monitors for the reasons that the room would otherwise look boring, also, as enabling it was key to the level it needed to draw the players attention a little. In short, yes it does need to look good, but above all it needs to play well, even in that means sacrificing realism to some level. One thing you probably already thought of is an overhead ventilation system, it doesn't need to be accessible but it probably does help to make the level more presentable, instead of looking at a boring ceiling, if it has ducts or something hanging from above. Of course, that air has to come from somewhere too, usually a large boxy machine connected to the ducts. Other options would be overhead tube heating - I am unsure of how these work as they aren't common here, I suspect a centrifugal blower pushes hot air through the tubes. Most common locally seem to be overhead gas space heaters, those large boxes which hang from the ceiling with a flue going through the roof, the larger Reznor units were common here for a very long time and many are still in use, even my old workplace had one of these along with a ducted air circulation system. If you install anything like this, don't forget the ambient sounds because such systems are usually quite noisy, being for the industrial sector nobody really cares how much noise such units make as long as they're not exploding the workers eardrums. Another thing to keep in mind, is never be afraid to make a door that leads nowhere. It might be worth indicating the door doesn't open though, such as putting a steel bar across it so people don't complain about misleading design choices, if there's a clearly immovable bar or other obstacle, they have no room to complain about the door not operating.
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Post by Ninjakitty on Jul 17, 2016 22:32:47 GMT -5
That's actually some pretty good advice. I've been choosing reality over gameplay for a while but I'm starting to lean a little more towards gameplay (especially after I added a car to use as a lava boat). I only really allow myself to make an unopenable door if there is still another way to get to the other side and there is a reason for it to be unopenable. You also have to get through a vent to get through the level but it is short and there is no boxy machine.
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High Treason
Warrior
Resident Pervert and source of offensiveness.
Posts: 234
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Post by High Treason on Jul 17, 2016 23:12:15 GMT -5
I find that as long as it has its root in reality somewhere, it's often OK. The original games seem to have been done that way; I mean, sure, there were Ninjas in Japan, but I doubt they ever went invisible and threw magic fire at you, nor do I think Sumo wrestlers ever constructed an improbably flying fortress complete with Dohyō and gastric problems... Well, they might have had the gastric problems. Still, the settings and mechanics have their roots in reality, in that the architecture is somewhat realistic, the way things work is also mostly realistic such as guns reloading, doors needing electricity and forklifts driving around.
This was also evident in Duke whereby you were in LA and it looked somewhat like LA, but at the same time there were a lot of things that wouldn't make sense in real life.
The door thing might depend on how you design levels. I always seem to end up making things where there should be a door, but it isn't practical for me to map what is behind it. As an example, I built a motel in a level, but only two rooms could be accessed. I actually got around this one using invisible switches so the player got sounds if they tried to open on the door, like Duke making a remark or people supposedly in the room making inappropriate noises. I also built an office where there should be a stairway, but I was hitting so many limitations of the engine I could only use a teleporting elevator because the upper floor was actually miles away on the map, so I was again stuck with a cosmetic only door. That same level had the strangest doors I have yet made because I had hit the draw limit outside (The center of the map acted as a kind of hub and the player had to do some objectives) and when that limit is hit, objects will disappear or the game will crash. As a result, the doors had to open into a small and plain looking space and close quickly with another door right ahead, the player is teleported to an identical area between each door, so one of the doors they see is always an outer wall of the map - there was simply no way to have both areas displaying at the same time without breaking the game. Some people noticed the jerking of the teleporter, but outside of this method there wasn't any way around it aside from seriously cutting back, simplifying the level, and that was something I refused to do. To get around the problem in the office building I had the lower floor instead appear as a parking lot and security shack as opposed to some weird nonsensical space existing solely to get the play up to another floor.
On the other hand, I had fun making the surreal map in Duke hard. Reality goes out of the window on that one. That entire level was designed to disorient and confuse the player with a disintegrating reality not unlike the otherworld in Silent Hill, but again there was a root in reality in that it took place in a library on the 12th floor of a skyscraper. The level took place on a single floor level and had library and skyscraper type things in it, like a central stairwell, tables, books and chairs with windows viewing out onto a long drop with surrounding buildings. There was even a suspended window cleaning elevator the player could not ride, but it did bring enemies down to attack the player at one point.
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Post by Ninjakitty on Jul 17, 2016 23:34:21 GMT -5
It's thunder storming hard over here (I like thunder storms : )). A flash of lightning nearly every second. Gives me an idea for my map.
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Post by Ninjakitty on Jul 18, 2016 14:11:39 GMT -5
linkWhy can't Shadow Warrior have true room over room? If someone was able to implement it into Duke Nukem, it should be possible to implement it into Shadow Warrior. especially since Shadow Warrior's game engine is an upgraded version of Duke's.
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Post by Ninjakitty on Jul 18, 2016 15:02:18 GMT -5
How do you make fog?
Also, whether it's from an ambient sound or a sound spot, lightning will be heard at full volume everywhere in the level. Is there any way to fix this?
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Post by Robman on Jul 19, 2016 17:16:13 GMT -5
Fog is done with the palettes 1-5 or something.. can be fog and different colours of fog. Fog doesn't work in SWP.. or jfsw or Redux ( I think)
Use timing vators and the thunder sound effect (not the ambient one)
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Post by Ninjakitty on Jul 19, 2016 22:07:31 GMT -5
Sound effect also carries through the whole map.
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Post by Ninjakitty on Jul 19, 2016 22:19:33 GMT -5
Here's something I bet you didn't know. (1)Insert Quake 2 disk into disk drive. (2)In SWP's settings, enable CD music. (3)Enjoy your new fast-paced music while slicing and blowing evil ninjas to bits. Great music for when you are in a fast-paced situation.
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Post by Robman on Jul 20, 2016 16:48:57 GMT -5
hehe nah I was hip to that tidbit, I don't usually play with the music on.. comes from my days on TEN playing multiplayer, you need to hear the enemy's movements Would be neat to give some music a try though I suppose.
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Post by Ninjakitty on Jul 22, 2016 17:42:56 GMT -5
My antivirus software tried (and failed) to throw out SWPBuild because it has a "Rare file" and it wants to "send it to the labs for interrogation" which will be done in "about 107 minutes". Has this ever happened to anybody else?
The name of my antivirus software is Avast.
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Post by moggimus on Jul 22, 2016 21:50:11 GMT -5
Here's something I bet you didn't know. (1)Insert Quake 2 disk into disk drive. (2)In SWP's settings, enable CD music. (3)Enjoy your new fast-paced music while slicing and blowing evil ninjas to bits. Great music for when you are in a fast-paced situation. I used to play Quake 2 with my Rage Against the Machine CD all the time I've come to realize how awesome the Q2 soundtrack is though, I have it in my music library.
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Post by Ninjakitty on Jul 23, 2016 9:09:06 GMT -5
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Post by Ninjakitty on Jul 23, 2016 10:03:15 GMT -5
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Post by Ninjakitty on Jul 23, 2016 13:16:19 GMT -5
I've copied level 4 (Leep's Temple) as closely as possible but I still haven't been able to recreate the visible ceiling/floor effect. This effect is necessary for what I'm trying to build. *Edit: I GOT IT TO WORK! IT'S THE MOST ELABORATE TRICK IN SHADOW WARRIOR AND I GOT IT IN LESS THAN HALF AN HOUR! YAY! Whoops, caps lock. *Edit#2: It now turns out that this effect is only visible while inside of one of the main ROR sectors and nowhere else (at least with the way I've made it). Therefore, this effect is probably useless. *Edit#3: I still can't figure out what I'm doing wrong. WHARE24.map (222.57 KB) *Edit#4: I guess I'll just have to use diveable water instead of translucent. *Edit#5: 3.1 Visible Ceilings And Floors 2> The player can only see the floor/ceiling from the sector with the floor mirror texture, so be sure to construct your area accordingly. I probably should have read more thoroughly.
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Post by Ninjakitty on Jul 24, 2016 20:24:40 GMT -5
It turns out the visible ceiling/floor with room-over-room WAS actually useful for something. I was able to fix the glitch where you couldn't see through the vent if you were too far away from it on the bottom floor. One less glitch to worry about.
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Post by Ninjakitty on Jul 25, 2016 17:09:33 GMT -5
Is there a way to make it so that grenades break and go through vent sprites instead of just bouncing off?
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Post by Robman on Jul 25, 2016 17:13:39 GMT -5
Is there a way to make it so that grenades break and go through vent sprites instead of just bouncing off? a: Trying tagging it as a 257 sprite and give hit the quality of bouncing a grenade off it counts as a hit. or b: if that doesn't work, tag it the same as above only have it trigger a sector which contains just the vent and then a broken version of it to be swapped out with using copy dest and copy source.
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Post by Ninjakitty on Jul 25, 2016 22:09:44 GMT -5
I haven't been able to get copy to work with ROR, but even if I did, I would have to do a lot of panning textures to make sure they are panned right when switched in. I think it's a bit too much trouble to go through for as small of a change as this.
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Post by Robman on Jul 25, 2016 22:47:30 GMT -5
I think it's a bit too much trouble to go through for as small of a change as this. Yep..
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Post by Ninjakitty on Jul 26, 2016 13:05:34 GMT -5
I'm trying to make a fake floor out of a sprite so that the forklift can lift things. However, the sprite is too big and when I resize it, the texture gets squished so it is obvious that it is a fake floor. And it looks very different from the floor as it hardly lights up with night vision. Is there any way to make a fake floor (that won't be moved by a vator) without using sprites?
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Post by Ninjakitty on Jul 26, 2016 22:31:59 GMT -5
Fun Fact: Missiles can be stopped by shooting another missile at it however, it is hard to find a situation where this could be used.
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Post by Robman on Jul 26, 2016 22:37:09 GMT -5
There's really no other way to make a floor.
Missile on Missile action can be useful in MP and whenever there's one shot at you I suppose.
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Post by Ninjakitty on Jul 27, 2016 21:17:15 GMT -5
Sect_rotator doesn't move any sprites with it. Is there a way I could create something like a sect_rotator but for sprites?
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Post by Robman on Jul 27, 2016 22:12:03 GMT -5
sector object with a track mimicking swing door movement, bout it.
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Post by Ninjakitty on Jul 27, 2016 22:53:27 GMT -5
Sector objects are being incredibly glitchy today. It won't wait at the wait for match track sprite if it is anywhere near another track sprite. How do I fix this?
*Edit: Nevermind, I fixed it. However, sector objects are too glitchy and inaccurate for a swinging door so I made a sliding door instead.
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Post by Ninjakitty on Jul 29, 2016 18:49:32 GMT -5
WHAREmatch49.map (234.79 KB) Does it crash or is it slow near the rain part? Also, do you think the ceiling of the mines should be lowered more?
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Post by Ninjakitty on Aug 6, 2016 11:04:58 GMT -5
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