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Epi Dianoga
Joined: 10 Sep 2004
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Posted: Sep 12, 2004 14:43 Post subject: Random ideas |
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Im still going though all the maps almost there... Some of the code put into these maps is unreal.
Some of them got me thinking. (keep in mind i havnt even touched the .inf files so i dont know the terminology)
The Skiing map was cool in that, your own mines (and pretty much every animation of a gun exploding) flowd with the direction of the ice.
So using lapostal i spawnd about 90odd mines (jumping against the flow) which all over laped over each other.. until i set them off , i died of corse but my body was blown so far away my mouth was left gaping open.
Ok so what i am thinking is... if its possible for "spawnd" items to be set to some kind of constantly spawning trigger and follow the path of some direction pathways?
Just playing Paul Fenney's Bridges over a puddle of water and i thought... I wonder why no ones made a map that involves skill testing like Conc jumping from Tfc, what im getting to is, Mine jumping or thermal detonater jumping - place a mine or 4 down(seconday fire mines) throw a thermal detonater at them and ride the explosion as all 4 go off, have a little chasm to jump over, use the cheats or have the mapper provide the supplies, if you get stuck flick the switch and walk over to the next jump.
Scape Goat's Multi-PLAYERs map, if you put laimlame+postal stand right next to the rebal and shoot a weapon that bounces off (because of invul cheat) you can get an indefinatly bouncing blast, its pretty hard to keep in its bounce because it moves you around, i spent way to much time mucking around with that haha.
If it can be replicated some how. You could have a room with walls that bounce blaster fire forever?
Finaly, Kyles Nightmare, even though those enemies are way to crazy to use in a map and keep that special sense of seriousness, what if you grounded the thermal detonator monster, so you basicaly had a Thermal detonater Turret... but it shot at that rapid speed, you could change the texture to keep it realistic. (unles you made it look like a baseball pitching machine or tennis ball machine hehe)
Can the same logic be applied to the flying 1damage probes? then at least it could do some damage in a group of 5 all blasting at insane speeds.
Ok thats about it i hope any of those thoughts work in any way so you just diddnt waste your time reading what i had to say 
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Posted: Sep 13, 2004 16:36 Post subject: Re: Random ideas |
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Epi wrote:
Im still going though all the maps almost there... Some of the code put into these maps is unreal.
Some of them got me thinking. (keep in mind i havnt even touched the .inf files so i dont know the terminology)
The Skiing map was cool in that, your own mines (and pretty much every animation of a gun exploding) flowd with the direction of the ice.
So using lapostal i spawnd about 90odd mines (jumping against the flow) which all over laped over each other.. until i set them off , i died of corse but my body was blown so far away my mouth was left gaping open.
Ok so what i am thinking is... if its possible for "spawnd" items to be set to some kind of constantly spawning trigger and follow the path of some direction pathways?
If I understand you correctly, then no, you cannot combine a "spawner" (In DF, it's called a "Generator") with a VUE (a key-frame based data file that moves an object), unless you want a moving generator. However, you could place a generator on a "teleporter chute" type elevator in a dummy secotr(which instantly moves objects to another area directly above or below it, this was used for the never-ending pit in Nar Shadda), and have conveyer-belt type elevators to move said objects as soon as they teleport in.
Epi wrote:
Just playing Paul Fenney's Bridges over a puddle of water and i thought... I wonder why no ones made a map that involves skill testing like Conc jumping from Tfc, what im getting to is, Mine jumping or thermal detonater jumping - place a mine or 4 down(seconday fire mines) throw a thermal detonater at them and ride the explosion as all 4 go off, have a little chasm to jump over, use the cheats or have the mapper provide the supplies, if you get stuck flick the switch and walk over to the next jump.
The problem with that is that the player must be at 100/200 health/shields to survive a vertical blast-jump; examples of this used in DF is the extra-life room in the LEC Arc Hammer level, and also, my level among others has many areas you can blast yourself up onto (it's an unintended method to reach a secret area). As for horrizontal rocket jumps, I don't know why I've yet to see one used. Perhaps it's because they don't have as much push as explosions in other games, and perhaps the idea was already ordinary when that was used as the method for getting into secret level 3-9 in Doom.
Epi wrote:
Scape Goat's Multi-PLAYERs map, if you put laimlame+postal stand right next to the rebal and shoot a weapon that bounces off (because of invul cheat) you can get an indefinatly bouncing blast, its pretty hard to keep in its bounce because it moves you around, i spent way to much time mucking around with that haha.
If it can be replicated some how. You could have a room with walls that bounce blaster fire forever? 
I'm not sure if blaster fire bounces forever; I thought it reflected only three times. I'll have to check again, though.
Epi wrote:
Finaly, Kyles Nightmare, even though those enemies are way to crazy to use in a map and keep that special sense of seriousness, what if you grounded the thermal detonator monster, so you basicaly had a Thermal detonater Turret... but it shot at that rapid speed, you could change the texture to keep it realistic. (unles you made it look like a baseball pitching machine or tennis ball machine hehe)
Can the same logic be applied to the flying 1damage probes? then at least it could do some damage in a group of 5 all blasting at insane speeds.
Well, you can combine logics, though the results are often unpredicatble. By multiplying any enemy logic, they move proportionately faster (many levels use double logics to double firing rates). However, by increasing the PLAYER logic, you increase the damage the player takes. By combining different enemy logics, you usally get an enemy that "morphs" (the transition is instantaneous) into something else when killed. For your idea here, I might reccomend something like the parasites from DaI: make the turret a bunch of sectors, with an invisible sector inside for the enemy. Then, place a single enemy inside that has multiple "REE-YEES" logics. Of course, the firing rate isn't going to be consistent, as the Ree-Yees is unpredictable.
_________________ Wake up, George Lucas... The Matrix has you.. |
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Epi Dianoga
Joined: 10 Sep 2004
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Posted: Sep 14, 2004 11:45 Post subject: |
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Might as well post it here rather then add Another topic lol.
Anyone else get a problem with WdFuse being:
The Bottom horizontal line of zones elevators-ect wont show? it only shows up when i rezise the window to a specific size, another problem is trying to run the Gob file. it took 45 minutes and then said "unable to write to D:\dark-something *a destination on my Cd-Rom drive*"
Another annoying problem is that tab thats ment to show when you first click on zones, It pops up once, but if i click out of it, it will disapear behind Wdfuse and wont come back unles i minimizse the window and search for it, (i hope this isnt a normal thing, that would make life very hard)
Any idea whats wrong ?
_________________ 500 hours of work due in 8 weeks?! dark forces time |
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Posted: Sep 14, 2004 16:32 Post subject: |
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I'm not sure waht you mean about the "bottom horrizontal line". Sometimes, when you have two adjoined walls, it will show the incorrect color for the wall, such as using dark green for a wall adjoined to an elevevator. Not much else I can help you with there; perhaps you could post s screenshot?
As for the editing diologue box, there's an option somewhere you need to check, that's something like "always stay on top".
Also, for your GOB writing problems, make sure the path its set to write to is correct, and both WDFUSE and DF have the correct drive set as your CD.
_________________ Wake up, George Lucas... The Matrix has you.. |
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Matt K Dark Trooper Phase 1
Joined: 27 Sep 2003
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Posted: Sep 14, 2004 21:12 Post subject: |
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Your window disappearing problem, as Noththeking said, can be solved by right clicking on the window in question and clicking on the "Stay On Top" option.
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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