User talk:Hendricks266

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Requests

Cutscenes

  • Add con control over cutscenes in the form of:
    • Pre-Episode Cutscenes:
      • Does this episode have a beginning cutscene (Ep. 4)?
      • If it does, if there are multiple .anm files (Ep. 4), how many are there, and what are the filenames?
      • If it does, what is the filename?
      • If it does, what are the sound effects?
    • Ending Cutscenes:
      • Is the ending cutscene an .anm file (Ep. 2-4) or a tile range (Ep. 1)?
      • If it is a tile range, where are the tiles (tilenum)?
      • If it is an .anm file, what is the filename?
      • If there are multiple .anm files (Ep. 4), how many are there, and what are the filenames?
      • What are the sound effects?
    • Ending Screens:
      • Does this episode have a tile-based ending screen (Ep. 1-2) or not (Ep. 3-4)?
      • If it does, what is the tilenum?
    • All but Ending Screens:
      • Is there a background .mid?
      • If there is, what is it?
      • How many sound effects are there?
      • When do the sound effects play?
    • Opening Logos:
      • What is the filename?
      • If there are multiple .anm files, how many are there, and what are the filenames?
      • Is there a background .mid?
      • If there is, what is it?
      • How many sound effects are there?
      • When do the sound effects play?

Redefine Keywords

  • Add other redefine keywords:
    • redefine
    • redefinesound
    • redefinevolume
    • redefineskill
    • redefinelevelname
    • remusic

Hard-Coded Projectile Manipulation (discontinued)

  • Add redefinition support of hard-coded projectile flags with set(this)projectile.
It doesn't work that way. There aren't projectile flags for every small bit of hard-coded projectile behavior, so the hard-coded projectiles don't get run through the custom projectile system at all. The custom projectile system is merely based on the original projectile code and runs alongside of it as something separate. TX 11:32, 10 September 2006 (CEST)
Oh, OK. I guess I can manage without that. Could I use get(this)projectile to gather data on the behavior of them, or is that a no for the same reason? --Hendricks 03:00, 10 September 2006 (CEST)
That's a no for the same reason. TX 09:35, 10 September 2006 (PDT)

Maphack Functions

  • Add additional Maphack functions in addition to angoff and notmd\2\3:
    • xyz, offset
    • xyz, scale (The model, not the actual sprite.)
    • nodraw (Like the notmd\2\3 command but makes it completly invisble. The cinema sign is being rendered twice right now.)
    • wall, floor and celing hacks that lets you fix badly aligned or turned textures.
    • an override hack that lets you over ride the texture defined in def code in the case of odd texture choices that becomes visible when you go highres. Not sure if this is needed anywhere at all though.
    • pitch, roll (to have the full 6 degrees of freedom)

For more information see the Maphacks: Do we need additional functions? thread at the 3D Realms forums.