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Merry Christmas, you happy wadders, you...

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Jason the Echidna said:
* No thok barriers in some levels (Just don't run into walls...)
Read people read. Its good to read and learn, cause knowledge is power! hehe picked that out from Family Guy.
 
What amazes me most is just how freakin' complete this conversion is. Everything is here! All the classic sprites, all exactly like I remembered them. I didn't even think it was all completely possible. I thought AJ purged a lot of the old Doom stuff out of the code, especially when it came to SOC editing (I know alot of the old Dehacked stuff is referenced for different things).

Jason deserves a pat on the back for the monumental effort this must've been.

What about the tools? How did you do it? Is there a dehacked editor you're using that makes this easier, or something? Or are you just putting your knowledge of how the source code works to use? :P
 
One thing that annoys me is the mod seems to not like OpenGL mode. I can play the first map, but once it gets to the cutscene of Sonic reading Eggman's note, I get:

"Cannot warp to Map Map/T!"

Typing "map map02" in the console greets me with "This is not a Singleplayer Map!"

Loading it up in Co-Op in an online game makes it freeze every time a map is finished. (However, while frozen, I can still bring down the console and mapchange manually)
 
JTE's gone away for a while (tempban). Don't expect any help here for a short time..
 
That's odd, because I got none of those errors. Of course, I never tried Co-op, so that one I can't say much on, but it's not a problem with OpenGL.
 
Ritz said:
why exavtly was JTE banned in the first place?
Jason the Echidna said:
Yes, that would actually make more sense then saying "Merry christmas. Now lock this new topic I made, please." :|
Oh, wait, you meant he could tell me to shut up in "my" topic about my Srb2 Xmas wad, which was ignored anyway?
You suck, ****in' bastards.
Oops, I just purposely evaded the cuss blocker. That's bad, right?...
Mystic said:
Yes, it is, and it includes a tempban. I'm ashamed of you.
 
**** that, yo. Oops, I purposely wrote starstarstarstar instead of that four letter word you are thinking of.
Anyhow, I was in such a bad mood because some really crazy stuff happened all at christmas time leaving me mentally unstable. I'm all patched up now, though.
I haven't had these problems with OGL, but thanks for telling me about 'em. I'll be on the lookout. The tools for this wad I used were only XWE and WadAuthor. I tried to leave as many of the original mapthing numbers as I could via SOC edits, but things like the NiGHTS ring loops just had to be replaced with new Things because of the way they are programmed. I have learned a lot about SRB2 from the source code and I believe I am somewhat better then you now, Blaze, so lookout.
As for the rest of my post here before the move, I have forgotten it all. :|
 
Nice! I like this!
You did a very good job with this, JTE. I like this alot.
How'd you find out what MF_SOLID and MF_SPRING and all the other MFs?
 
They are mobj flags. They each have a hexidecimal value written in such a way they can be combined and turned on/off. Like typeoflevel in map headers. I have large lists of these flags, as I do everything else. I ripped the cutscenes directly from Srb2 Xmas, but since the text is a million times bigger now, it wouldn't all fit (and the stupid array would crash when I put in all the text anyway, so shrinking the text wouldn't help.)
 
Yeah. Like binary numbers, or the MAP HEADER numbers. Actually, MAP HEADER numbers *are* binary, they're just... decimal.
My question was: What were the lists?
 
Everything for SOC editing is in info.h and sound.h, but the preset stuff is in info.c and sound.c
I get my lists from there. Here's the flags list:
Code:
    // Call P_SpecialThing when touched.
    MF_SPECIAL          = 0x0001,
    // Blocks.
    MF_SOLID            = 0x0002,
    // Can be hit.
    MF_SHOOTABLE        = 0x0004,
    // Don't use the sector links (invisible but touchable).
    MF_NOSECTOR         = 0x0008,
    // Don't use the blocklinks (inert but displayable)
    MF_NOBLOCKMAP       = 0x0010,

    // Not to be activated by sound, deaf monster.
    MF_AMBUSH           = 0x0020,
    // You can push this object. It can activate switches and things by pushing it on top.
    MF_PUSHABLE          = 0x0040,
    // Object is a boss.
    MF_BOSS     = 0x0080,
    // On level spawning (initial position),
    //  hang from ceiling instead of stand on floor.
    MF_SPAWNCEILING     = 0x0100,
    // Don't apply gravity (every tic),
    //  that is, object will float, keeping current height
    //  or changing it actively.
    MF_NOGRAVITY        = 0x0200,

    // This object is an ambient sound.
    MF_AMBIENT          = 0x0400,
    // Slide this object when it hits a wall. Tails 12-28-2003
    MF_SLIDEME          = 0x0800,
    // Player cheat. ???
    MF_NOCLIP           = 0x1000,
    // This object does not adhere to regular flag/z properties for object placing.
    MF_SPECIALFLAGS            = 0x2000,
    // Allow moves to any height, no gravity.
    // For active floaters, e.g. cacodemons, pain elementals.
    MF_FLOAT            = 0x4000,
    // Monitor powerup icon. These rise a bit.
    MF_MONITORICON      = 0x8000,
    // Don't hit same species, explode on block.
    // Player missiles as well as fireballs of various kinds.
    MF_MISSILE          = 0x10000,
    
	// Item is a spring.
    MF_SPRING          = 0x20000,

	// bounce off walls and things Graue 12-31-2003
	MF_BOUNCE           = 0x40000,

    // Object uses a high-resolution sprite
	// Tails 01-23-2003
    MF_HIRES          = 0x80000,

    // This object is an item box! Tails 01-08-2002
    MF_MONITOR           = 0x100000,
    // Floating to a height for a move, ???
    //  don't auto float to target's height.
    MF_INFLOAT          = 0x200000,

    // On kill, count this enemy object
    //  towards intermission kill total.
    // Happy gathering.
    MF_COUNTKILL        = 0x400000,

    // On picking up, count this item object
    //  towards intermission item total.
    MF_COUNTITEM        = 0x800000,

	// This mobj is an enemy! Tails 12-27-2003
	MF_ENEMY            = 0x1000000,

    // Use the scenery thinker instead if it is just scenery.
	// Tails 07-24-2002
    MF_SCENERY        = 0x2000000,

    // Player sprites in multiplayer modes are modified
    //  using an internal color lookup table for re-indexing.
    // If 0x4 0x8 or 0xc,
    //  use a translation table for player colormaps
    MF_TRANSLATION      = 0x3C000000,    // 0xc000000, original 4color

    // Hmm ???.
    MF_TRANSSHIFT       = 26,

    // for chase camera, don't be blocked by things (partial clipping)
    MF_NOCLIPTHING      = 0x40000000,

    MF_FIRE           = 0x80000000 // This is a fire object (doesn't harm if you have red shield).
 
I always get stuck on the on level with the multiple paths. There's always a dead end! Can someone help?
 
Oh, that part with the springs? Easy. Just go left. :wink:
But these aren't my levels, mind you... This is as exact of a replica of SRB2 Xmas as I could make. As glitch-free as I could, of course.
 
It's very glitch free, except for the thok barriers. I could redo those in DB if you'd like.

Oh, yeah... Thanks for those lists! They'll come in quite handy for LOTR-SRB2.
 
You COULD do most of the Thok barriers that way, but I'd rather do it the "correct" way for open-air sections. :wink:
Just look how I did SRB2 Ween map 2
 
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