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1 | h266 | 1 | /* |
2 | VERY IMPORTANT! |
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3 | This file is designed to convert any user maps you have made to combatibility with NW+ |
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4 | This will move the numbers of certain sounds and change the tile numbers of certain sprites. |
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5 | |||
6 | It has already been run on the maps included with NW+ (Nuclear Winter, Demo, Zoo). |
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7 | |||
8 | Before use, follow the instructions about uncommenting code below. |
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9 | |||
10 | To use, open the console in Mapster32 and type: |
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11 | include nwfix |
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12 | enableevent all |
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13 | |||
14 | Then change to 3D mode and back to 2D mode. Wait for about five seconds for the script to run through all the sprites and sectors. |
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15 | Save your map. Open your next map, switch to 3D mode, etc. Repeat. You do not have to type the commands again. |
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16 | |||
17 | Then follow the instructions abuot uncommenting code and repeat the procedure for your maps. |
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18 | |||
19 | Notes about replacing the actors: (see "Fixing actors.") |
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20 | You must only uncomment one step at a time (the same step in both allsprites and the RESPAWN cases). |
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21 | You must run Step 1 before Step 2 and Step 2 after Step 1. |
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22 | Do not run Step 1 ever again after running Step 2. |
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23 | |||
24 | Not following these directions will fuck up your maps. |
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25 | |||
26 | ALWAYS MAKE BACKUPS OF YOUR MAPS! |
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27 | */ |
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28 | |||
29 | include DEFS.CON |
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20 | h266 | 30 | include NWDefs.con |
1 | h266 | 31 | |
32 | gamevar i 0 0 |
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33 | gamevar k 0 0 |
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34 | gamevar l 0 0 |
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35 | |||
36 | onevent EVENT_DRAW2DSCREEN |
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37 | // Fixing sounds. |
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21 | h266 | 38 | for i allsprites, ifactor MUSICANDSFX |
39 | { |
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1 | h266 | 40 | // fixing ambient sounds |
21 | h266 | 41 | switch .lotag |
1 | h266 | 42 | |
21 | h266 | 43 | case 91 |
44 | case 308 |
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45 | set .lotag 426 |
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46 | break |
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1 | h266 | 47 | |
21 | h266 | 48 | case 244 |
49 | set .lotag 438 |
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50 | break |
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51 | endswitch |
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52 | } |
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1 | h266 | 53 | |
54 | |||
55 | // fixing one-time sector sounds |
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21 | h266 | 56 | for k allsectors |
57 | { |
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58 | switch sector[k].lotag |
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1 | h266 | 59 | |
21 | h266 | 60 | case 10091 |
61 | case 10308 |
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62 | set sector[k].lotag 10426 |
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63 | break |
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1 | h266 | 64 | |
21 | h266 | 65 | case 10244 |
66 | set sector[k].lotag 10438 |
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67 | break |
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1 | h266 | 68 | |
21 | h266 | 69 | endswitch |
1 | h266 | 70 | |
21 | h266 | 71 | /* |
72 | ifvarg sector[k].lotag 9999 |
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73 | ifvarl sector[k].lotag 20000 |
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74 | { |
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75 | al k |
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76 | al sector[k].lotag |
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77 | } |
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78 | */ |
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79 | |||
80 | // texture replacements: |
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81 | switch sector[k].floorpicnum |
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82 | |||
83 | case 198 |
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84 | ifvare sector[k].floorpal 1 |
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85 | { |
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86 | al k |
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87 | set sector[k].floorpicnum 3670 |
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88 | set sector[k].floorpal 0 |
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89 | } |
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90 | break |
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91 | |||
92 | endswitch |
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93 | switch sector[k].ceilingpicnum |
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94 | |||
95 | case 198 |
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96 | ifvare sector[k].ceilingpal 1 |
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97 | { |
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98 | al k |
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99 | set sector[k].ceilingpicnum 3670 |
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100 | set sector[k].ceilingpal 0 |
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101 | } |
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102 | break |
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103 | |||
104 | endswitch |
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105 | } |
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106 | |||
107 | for k allwalls |
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108 | { |
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109 | ifvare wall[k].pal 1 |
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110 | { |
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111 | switch wall[k].picnum |
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112 | |||
113 | case 198 |
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114 | al k |
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115 | set wall[k].picnum 3670 |
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116 | set wall[k].pal 0 |
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117 | break |
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118 | |||
119 | endswitch |
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120 | switch wall[k].overpicnum |
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121 | |||
122 | case 198 |
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123 | al k |
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124 | set wall[k].overpicnum 3670 |
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125 | set wall[k].pal 0 |
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126 | break |
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127 | |||
128 | endswitch |
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129 | } |
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130 | } |
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131 | |||
1 | h266 | 132 | // Fixing actors. |
133 | |||
134 | // fixing actors already in the map |
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21 | h266 | 135 | for i allsprites |
136 | { |
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137 | switch .picnum |
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20 | h266 | 138 | /* |
1 | h266 | 139 | // Step 1: Santa |
21 | h266 | 140 | case 2000 set .picnum 3900 break |
141 | case 2045 set .picnum 3905 break |
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1 | h266 | 142 | */ |
20 | h266 | 143 | /* |
1 | h266 | 144 | // Step 2: Pig Cops |
21 | h266 | 145 | case 2002 set .picnum 2000 break |
146 | case 2003 set .picnum 2001 break |
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147 | case 2047 set .picnum 2045 break |
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1 | h266 | 148 | */ |
21 | h266 | 149 | endswitch |
150 | } |
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1 | h266 | 151 | // fixing actors which spawn on triggers |
21 | h266 | 152 | for i allsprites, ifactor RESPAWN |
153 | { |
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154 | switch .hitag |
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20 | h266 | 155 | /* |
1 | h266 | 156 | // Step 1: Santa |
21 | h266 | 157 | case 2000 set .hitag 3900 addlogvar .x addlogvar .y break |
158 | case 2045 set .hitag 3905 addlogvar .x addlogvar .y break |
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20 | h266 | 159 | */ |
1 | h266 | 160 | /* |
161 | // Step 2: Pig Cops |
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21 | h266 | 162 | case 2002 set .hitag 2000 addlogvar .x addlogvar .y break |
163 | case 2003 set .hitag 2001 addlogvar .x addlogvar .y break |
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164 | case 2047 set .hitag 2045 addlogvar .x addlogvar .y break |
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1 | h266 | 165 | */ |
21 | h266 | 166 | endswitch |
167 | } |
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1 | h266 | 168 | endevent |