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Author Topic: Con editing questions  (Read 4823 times)

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Puritan

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Re: Con editing questions
« Reply #15 on: July 10, 2014, 11:27:01 PM »

It's almost impossible to sort out this problem without having your entire Duke folder to drag apart.
I've raised close to twenty questions by now...


Why don't you download my sucky episode "Vermin Clearance".
I've replaced the fourth episode in this episode.
Open User.con and have a look.
See the files folder and look at the map names.
Also open the maps and see the tags ( I've used nukebuttons, ending zones and boss ).
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anvil

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Re: Con editing questions
« Reply #16 on: July 10, 2014, 11:49:49 PM »

If it helps anything, the maps are:

definelevelname 1 0 dmeat.map 02:30 01:19 dmeat
definelevelname 1 1 mppower.map 02:30 01:26 mppower
definelevelname 1 2 ballroom.map 05:00 02:26 ballroom
definelevelname 1 3 FRUIT.map 04:30 02:14 FRUIT
definelevelname 1 4 _balley.map 03:00 01:26 _balley
definelevelname 1 5 POLARISO.map 02:30 01:04 POLARISO
definelevelname 1 6 NUKED1.map 04:45 02:15 NUKED1
definelevelname 1 7 Hell-st.map 11:30 04:59 Hell-st
definelevelname 1 8 WATERBAS.map 05:00 02:26 WATERBAS
definelevelname 1 9 FETUSBOY.map 03:00 01:19 FETUSBOY
definelevelname 1 10 ALIENS2.map 03:00 00:52 ALIENS2
 
« Last Edit: July 10, 2014, 11:56:50 PM by anvil »
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Puritan

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Re: Con editing questions
« Reply #17 on: July 11, 2014, 08:18:49 AM »

If this is a direct quote from your User.con I can tell that this wont work.
I'm at work atm but from the top of my head the lines would look something like this:


definelevelname 0 0 E1L1.map 02:30 01:19 Dead Meat
definelevelname 0 1 E1L2.map 02:30 01:26 MPpower
definelevelname 0 2 E1L3.map 05:00 02:26 Ballroom


Rename the maps accordingly.
« Last Edit: July 11, 2014, 08:20:30 AM by Puritan »
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Puritan

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Re: Con editing questions
« Reply #18 on: July 11, 2014, 08:58:27 AM »

This way of naming the maps....E1L1 - E1L2....etc, would display Duke shooting the battlelord in the head as the final cutscene ( you know, when the game is over )


If you wanna have Duke to shit down the overlords neck:
Rename levels to: E2-L1 - E2L2....etv


If you wanna have Duke to kick the cycloid emperors head:
Rename the levels to: E3L1 - E3L2...etc


If you wanna have Duke to abort the queens species:
Rename the levels to: E4L1 - E4L2....
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anvil

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Re: Con editing questions
« Reply #19 on: July 11, 2014, 02:23:02 PM »

I did what you'd suggested and the result was the same.
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Re: Con editing questions
« Reply #20 on: July 11, 2014, 03:22:36 PM »

After finishing the first level, it was loaded again instead of the second one.
are you playing it from the episode menu, or are you just browsing to the first user map and playing it?
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anvil

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Re: Con editing questions
« Reply #21 on: July 11, 2014, 04:09:11 PM »

I'm playing it from the episode menu.
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Re: Con editing questions
« Reply #22 on: July 11, 2014, 07:41:18 PM »

the episode starts fine and launches the first map in the list, but after finishing the first map it restarts the game with the first map?

lets keep it simple for now and just use two maps until we can figure out where the problem is:
(make sure you rename dmeat.map to E1L1.map & mppower.map to E1L2.map and that they're both in the main Duke3D directory)

user.con should look like:

// Volume titles cannot excede 32 characters.

definevolumename 0 MY COLLECTION
definevolumename 1 LUNAR APOCALYPSE
definevolumename 2 SHRAPNEL CITY
definevolumename 3 THE BIRTH


// Skill titles cannot excede 32 characters.

defineskillname 0 PIECE OF CAKE
defineskillname 1 LET'S ROCK
defineskillname 2 COME GET SOME
defineskillname 3 DAMN I'M GOOD


// Level file names cannot excede 128 characters.
// Level par cannot excede 5 characters (min:sec)
// Level titles cannot excede 32 characters.

definelevelname 0 0 E1L1.map 02:30 01:19 Dead Meat
definelevelname 0 1 E1L2.map 02:30 01:26 MPpower

definelevelname 1 0 E2L1.map 02:30 01:19 SPACEPORT
definelevelname 1 1 E2L2.map 02:30 01:26 INCUBATOR
definelevelname 1 2 E2L3.map 05:00 02:26 WARP FACTOR
definelevelname 1 3 E2L4.map 04:30 02:14 FUSION STATION
definelevelname 1 4 E2L5.map 03:00 01:26 OCCUPIED TERRITORY
definelevelname 1 5 E2L6.map 02:30 01:04 TIBERIUS STATION
definelevelname 1 6 E2L7.map 04:45 02:15 LUNAR REACTOR
definelevelname 1 7 E2L8.map 11:30 04:59 DARK SIDE
definelevelname 1 8 E2L9.map 05:00 02:26 OVERLORD
definelevelname 1 9 E2L10.map 03:00 01:19 SPIN CYCLE
definelevelname 1 10 E2L11.map 03:00 00:52 LUNATIC FRINGE

definelevelname 2 0 E3L1.map 02:30 01:11 RAW MEAT
definelevelname 2 1 E3L2.map 04:45 02:18 BANK ROLL
definelevelname 2 2 E3L3.map 03:00 01:57 FLOOD ZONE
definelevelname 2 3 E3L4.map 03:15 01:46 L.A. RUMBLE
definelevelname 2 4 E3L5.map 02:30 01:04 MOVIE SET
definelevelname 2 5 E3L6.map 03:30 01:30 RABID TRANSIT
definelevelname 2 6 E3L7.map 02:00 00:55 FAHRENHEIT
definelevelname 2 7 E3L8.map 02:15 01:09 HOTEL HELL
definelevelname 2 8 E3L9.map 02:45 01:17 STADIUM
definelevelname 2 9 E3L10.map 00:45 00:10 TIER DROPS
definelevelname 2 10 E3L11.map 02:00 01:07 FREEWAY

definelevelname 3 0 E4L1.map 03:04 01:32 IT'S IMPOSSIBLE
definelevelname 3 1 E4L2.map 04:00 02:00 DUKE-BURGER
definelevelname 3 2 E4L3.map 03:30 01:45 SHOP-N-BAG
definelevelname 3 3 E4L4.map 06:32 03:16 BABE LAND
definelevelname 3 4 E4L5.map 02:02 01:01 PIGSTY
definelevelname 3 5 E4L6.map 03:04 01:52 GOING POSTAL
definelevelname 3 6 E4L7.map 01:24 00:42 XXX-STACY
definelevelname 3 7 E4L8.map 03:18 01:59 CRITICAL MASS
definelevelname 3 8 E4L9.map 05:02 02:51 DERELICT
definelevelname 3 9 E4L10.map 10:50 05:25 THE QUEEN
definelevelname 3 10 E4L11.map 04:20 02:10 AREA 51


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anvil

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Re: Con editing questions
« Reply #23 on: July 12, 2014, 10:18:50 PM »

Same result.
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Re: Con editing questions
« Reply #24 on: July 12, 2014, 10:52:53 PM »

try a different map for the first level besides Dead Meat
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High Treason

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Re: Con editing questions
« Reply #25 on: July 13, 2014, 12:03:25 AM »

Or, add this to the bottom of the CON file;

gamevar PA_PAL 0 2 // Per Actor in case there are multiple, might be OK with 0 1 instead with this event.

ONEVENT EVENT_LOADACTOR
ifactor NUKEBUTTON
{
  getactor[THISACTOR].pal PA_PAL
  ifvare PA_PAL 0
  {
    setactor[THISACTOR].lotag 65535
  }
}
endevent




I have not tested this, but it should force and Pal 0 nuke button to a lotag of 65535. If it DOES have a palette it will not do anything.

Edit: Assumes the use of EDuke32 of course, sorry, I only skimmed and scanned the thread.
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anvil

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Re: Con editing questions
« Reply #26 on: July 13, 2014, 05:57:52 AM »

You mean game.con, right?
Can't launch the game:
error: expected a keyword but found 'ONEVENT'.
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High Treason

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Re: Con editing questions
« Reply #27 on: July 13, 2014, 06:54:16 AM »

Any.

Try lowercase "onevent" as most of the language is case sensitive.
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anvil

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Re: Con editing questions
« Reply #28 on: July 13, 2014, 10:49:35 PM »

Tried it, and once again: after finishing the first level, it was loaded again.
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Re: Con editing questions
« Reply #29 on: July 13, 2014, 10:58:35 PM »

How odd... Could you send me the map, I can't find it anywhere (MSDN link is dead, doesn't appear to be here or at Dukeworld) and I'll try to figure out what's wrong with the nuke button. I'm starting to think somebody changed the pal of it and didn't tag it properly.

Assuming it's not a secret level nuke button (I think they are green or brown, can never remember) you may be able to substitute "ifvare PA_PAL 0" for "ifvarn PA_PAL 14" which will then act on any NUKEBUTTON that isn't Pal 14, but I'd like to look into the map myself and figure out what's actually going on as this is strange behavior indeed.
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