User talk:Hendricks266: Difference between revisions

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** xyz, scale (The model, not the actual sprite.)
** 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.)
** 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.
** wall, floor and ceiling 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.
** 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)
** pitch, roll (to have the full 6 degrees of freedom)
For more information see the [http://forums.3drealms.com/vb/showthread.php?t=21391 Maphacks: Do we need additional functions?] thread at the 3D Realms forums.


=== Dynamic Lighting ===
=== Dynamic Lighting ===
<FONT FACE="Comic Sans MS" SIZE="+1"><NOWIKI>*shot*</NOWIKI></FONT>
<FONT FACE="Comic Sans MS" SIZE="+1"><NOWIKI>*shot*</NOWIKI></FONT>

Revision as of 07:44, 1 March 2007

Current Projects

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 Primitives

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

Hard-Coded Actor "var" Primitives

  • Add more "var" primitives to existing primitives:

Mathematical Primitives

  • Add more mathematical primitives:
    • Exponents (Also covers square root and cube root, ^0.5 and ^0.3[33333…] respectively) I have since discovered the sqrt parameter, and getting the cube root of something is pretty much useless.
      • expvar <gamevar> <value>
      • expvarvar <gamevar> <gamevar>

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 ceiling 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)

Dynamic Lighting

*shot*