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1 | /* |
1 | /* |
2 | VERY IMPORTANT! |
2 | VERY IMPORTANT! |
3 | This file is designed to convert any user maps you have made to combatibility with NW+ |
3 | This file is designed to convert any user maps you have made to combatibility with NW+ |
4 | This will move the numbers of certain sounds and change the tile numbers of certain sprites. |
4 | This will move the numbers of certain sounds and change the tile numbers of certain sprites. |
5 | 5 | ||
6 | It has already been run on the maps included with NW+ (Nuclear Winter, Demo, Zoo). |
6 | It has already been run on the maps included with NW+ (Nuclear Winter, Demo, Zoo). |
7 | 7 | ||
8 | Before use, follow the instructions about uncommenting code below. |
8 | Before use, follow the instructions about uncommenting code below. |
9 | 9 | ||
10 | To use, open the console in Mapster32 and type: |
10 | To use, open the console in Mapster32 and type: |
11 | include nwfix |
11 | include nwfix |
12 | enableevent all |
12 | enableevent all |
13 | 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. |
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. |
15 | Save your map. Open your next map, switch to 3D mode, etc. Repeat. You do not have to type the commands again. |
15 | Save your map. Open your next map, switch to 3D mode, etc. Repeat. You do not have to type the commands again. |
16 | 16 | ||
17 | Then follow the instructions abuot uncommenting code and repeat the procedure for your maps. |
17 | Then follow the instructions abuot uncommenting code and repeat the procedure for your maps. |
18 | 18 | ||
19 | Notes about replacing the actors: (see "Fixing actors.") |
19 | Notes about replacing the actors: (see "Fixing actors.") |
20 | You must only uncomment one step at a time (the same step in both allsprites and the RESPAWN cases). |
20 | You must only uncomment one step at a time (the same step in both allsprites and the RESPAWN cases). |
21 | You must run Step 1 before Step 2 and Step 2 after Step 1. |
21 | You must run Step 1 before Step 2 and Step 2 after Step 1. |
22 | Do not run Step 1 ever again after running Step 2. |
22 | Do not run Step 1 ever again after running Step 2. |
23 | 23 | ||
24 | Not following these directions will fuck up your maps. |
24 | Not following these directions will fuck up your maps. |
25 | 25 | ||
26 | ALWAYS MAKE BACKUPS OF YOUR MAPS! |
26 | ALWAYS MAKE BACKUPS OF YOUR MAPS! |
27 | */ |
27 | */ |
28 | 28 | ||
29 | include DEFS.CON |
29 | include DEFS.CON |
30 | include nwinter_hrp/NWDefs.con |
30 | include NWDefs.con |
31 | 31 | ||
32 | gamevar i 0 0 |
32 | gamevar i 0 0 |
33 | gamevar k 0 0 |
33 | gamevar k 0 0 |
34 | gamevar l 0 0 |
34 | gamevar l 0 0 |
35 | 35 | ||
36 | onevent EVENT_DRAW2DSCREEN |
36 | onevent EVENT_DRAW2DSCREEN |
37 | // Fixing sounds. |
37 | // Fixing sounds. |
38 | for i allsprites, ifactor MUSICANDSFX |
38 | for i allsprites, ifactor MUSICANDSFX |
39 | { |
39 | { |
40 | // fixing ambient sounds |
40 | // fixing ambient sounds |
41 | switch .lotag |
41 | switch .lotag |
42 | 42 | ||
43 | case 91 |
43 | case 91 |
44 | case 308 |
44 | case 308 |
45 | set .lotag 426 |
45 | set .lotag 426 |
46 | break |
46 | break |
47 | 47 | ||
48 | case 244 |
48 | case 244 |
49 | set .lotag 438 |
49 | set .lotag 438 |
50 | break |
50 | break |
51 | endswitch |
51 | endswitch |
52 | } |
52 | } |
53 | 53 | ||
54 | 54 | ||
55 | // fixing one-time sector sounds |
55 | // fixing one-time sector sounds |
56 | for k allsectors |
56 | for k allsectors |
57 | { |
57 | { |
58 | getsector[k].lotag l |
58 | switch sector[k].lotag |
59 | switch l |
- | |
60 | 59 | ||
61 | case 10091 |
60 | case 10091 |
62 | case 10308 |
61 | case 10308 |
63 | set sector[k].lotag 10426 |
62 | set sector[k].lotag 10426 |
64 | break |
63 | break |
65 | 64 | ||
66 | case 10244 |
65 | case 10244 |
67 | set sector[k].lotag 10438 |
66 | set sector[k].lotag 10438 |
68 | break |
67 | break |
69 | 68 | ||
70 | endswitch |
69 | endswitch |
71 | setsector[k].lotag l |
70 | // setsector[k].lotag l |
72 | } |
71 | } |
73 | 72 | ||
74 | // Fixing actors. |
73 | // Fixing actors. |
75 | 74 | ||
76 | // fixing actors already in the map |
75 | // fixing actors already in the map |
77 | for i allsprites |
76 | for i allsprites |
78 | { |
77 | { |
79 | switch .picnum |
78 | switch .picnum |
80 | // Step 1: Santa |
- | |
81 | /* |
79 | /* |
- | 80 | // Step 1: Santa |
|
82 | case 2000 set .picnum 3900 break |
81 | case 2000 set .picnum 3900 break |
83 | case 2045 set .picnum 3905 break |
82 | case 2045 set .picnum 3905 break |
84 | */ |
83 | */ |
85 | // Step 2: Pig Cops |
- | |
86 | /* |
84 | /* |
- | 85 | // Step 2: Pig Cops |
|
87 | case 2002 set .picnum 2000 break |
86 | case 2002 set .picnum 2000 break |
88 | case 2003 set .picnum 2001 break |
87 | case 2003 set .picnum 2001 break |
89 | case 2047 set .picnum 2045 break |
88 | case 2047 set .picnum 2045 break |
90 | */ |
89 | */ |
91 | endswitch |
90 | endswitch |
92 | } |
91 | } |
93 | // fixing actors which spawn on triggers |
92 | // fixing actors which spawn on triggers |
94 | for i allsprites, ifactor RESPAWN |
93 | for i allsprites, ifactor RESPAWN |
95 | { |
94 | { |
96 | switch .lotag |
95 | switch .hitag |
97 | // Step 1: Santa |
- | |
98 | /* |
96 | /* |
- | 97 | // Step 1: Santa |
|
99 | case 2000 set .lotag 3900 break |
98 | case 2000 set .hitag 3900 addlogvar .x addlogvar .y break |
100 | case 2045 set .lotag 3905 break |
99 | case 2045 set .hitag 3905 addlogvar .x addlogvar .y break |
101 | */ |
100 | */ |
102 | // Step 2: Pig Cops |
- | |
103 | /* |
101 | /* |
- | 102 | // Step 2: Pig Cops |
|
104 | case 2002 set .lotag 2000 break |
103 | case 2002 set .hitag 2000 addlogvar .x addlogvar .y break |
105 | case 2003 set .lotag 2001 break |
104 | case 2003 set .hitag 2001 addlogvar .x addlogvar .y break |
106 | case 2047 set .lotag 2045 break |
105 | case 2047 set .hitag 2045 addlogvar .x addlogvar .y break |
107 | */ |
106 | */ |
108 | endswitch |
107 | endswitch |
109 | } |
108 | } |
110 | endevent |
109 | endevent |
111 | 110 |