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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 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 | switch sector[k].lotag |
58 | switch sector[k].lotag |
59 | 59 | ||
60 | case 10091 |
60 | case 10091 |
61 | case 10308 |
61 | case 10308 |
62 | set sector[k].lotag 10426 |
62 | set sector[k].lotag 10426 |
63 | break |
63 | break |
64 | 64 | ||
65 | case 10244 |
65 | case 10244 |
66 | set sector[k].lotag 10438 |
66 | set sector[k].lotag 10438 |
67 | break |
67 | break |
68 | 68 | ||
69 | endswitch |
69 | endswitch |
- | 70 | ||
- | 71 | /* |
|
- | 72 | ifvarg sector[k].lotag 9999 |
|
- | 73 | ifvarl sector[k].lotag 20000 |
|
- | 74 | { |
|
- | 75 | al k |
|
70 | // setsector[k].lotag l |
76 | al sector[k].lotag |
- | 77 | } |
|
- | 78 | */ |
|
- | 79 | ||
- | 80 | // texture replacements: |
|
- | 81 | switch sector[k].floorpicnum |
|
- | 82 | ||
- | 83 | case 198 |
|
- | 84 | ifvare sector[k].floorpal 1 |
|
- | 85 | { |
|
- | 86 | al k |
|
- | 87 | set sector[k].floorpicnum 3670 |
|
- | 88 | set sector[k].floorpal 0 |
|
- | 89 | } |
|
- | 90 | break |
|
- | 91 | ||
- | 92 | endswitch |
|
- | 93 | switch sector[k].ceilingpicnum |
|
- | 94 | ||
- | 95 | case 198 |
|
- | 96 | ifvare sector[k].ceilingpal 1 |
|
- | 97 | { |
|
- | 98 | al k |
|
- | 99 | set sector[k].ceilingpicnum 3670 |
|
- | 100 | set sector[k].ceilingpal 0 |
|
- | 101 | } |
|
- | 102 | break |
|
- | 103 | ||
- | 104 | endswitch |
|
- | 105 | } |
|
- | 106 | ||
- | 107 | for k allwalls |
|
- | 108 | { |
|
- | 109 | ifvare wall[k].pal 1 |
|
- | 110 | { |
|
- | 111 | switch wall[k].picnum |
|
- | 112 | ||
- | 113 | case 198 |
|
- | 114 | al k |
|
- | 115 | set wall[k].picnum 3670 |
|
- | 116 | set wall[k].pal 0 |
|
- | 117 | break |
|
- | 118 | ||
- | 119 | endswitch |
|
- | 120 | switch wall[k].overpicnum |
|
- | 121 | ||
- | 122 | case 198 |
|
- | 123 | al k |
|
- | 124 | set wall[k].overpicnum 3670 |
|
- | 125 | set wall[k].pal 0 |
|
- | 126 | break |
|
- | 127 | ||
- | 128 | endswitch |
|
- | 129 | } |
|
71 | } |
130 | } |
72 | 131 | ||
73 | // Fixing actors. |
132 | // Fixing actors. |
74 | 133 | ||
75 | // fixing actors already in the map |
134 | // fixing actors already in the map |
76 | for i allsprites |
135 | for i allsprites |
77 | { |
136 | { |
78 | switch .picnum |
137 | switch .picnum |
79 | /* |
138 | /* |
80 | // Step 1: Santa |
139 | // Step 1: Santa |
81 | case 2000 set .picnum 3900 break |
140 | case 2000 set .picnum 3900 break |
82 | case 2045 set .picnum 3905 break |
141 | case 2045 set .picnum 3905 break |
83 | */ |
142 | */ |
84 | /* |
143 | /* |
85 | // Step 2: Pig Cops |
144 | // Step 2: Pig Cops |
86 | case 2002 set .picnum 2000 break |
145 | case 2002 set .picnum 2000 break |
87 | case 2003 set .picnum 2001 break |
146 | case 2003 set .picnum 2001 break |
88 | case 2047 set .picnum 2045 break |
147 | case 2047 set .picnum 2045 break |
89 | */ |
148 | */ |
90 | endswitch |
149 | endswitch |
91 | } |
150 | } |
92 | // fixing actors which spawn on triggers |
151 | // fixing actors which spawn on triggers |
93 | for i allsprites, ifactor RESPAWN |
152 | for i allsprites, ifactor RESPAWN |
94 | { |
153 | { |
95 | switch .hitag |
154 | switch .hitag |
96 | /* |
155 | /* |
97 | // Step 1: Santa |
156 | // Step 1: Santa |
98 | case 2000 set .hitag 3900 addlogvar .x addlogvar .y break |
157 | case 2000 set .hitag 3900 addlogvar .x addlogvar .y break |
99 | case 2045 set .hitag 3905 addlogvar .x addlogvar .y break |
158 | case 2045 set .hitag 3905 addlogvar .x addlogvar .y break |
100 | */ |
159 | */ |
101 | /* |
160 | /* |
102 | // Step 2: Pig Cops |
161 | // Step 2: Pig Cops |
103 | case 2002 set .hitag 2000 addlogvar .x addlogvar .y break |
162 | case 2002 set .hitag 2000 addlogvar .x addlogvar .y break |
104 | case 2003 set .hitag 2001 addlogvar .x addlogvar .y break |
163 | case 2003 set .hitag 2001 addlogvar .x addlogvar .y break |
105 | case 2047 set .hitag 2045 addlogvar .x addlogvar .y break |
164 | case 2047 set .hitag 2045 addlogvar .x addlogvar .y break |
106 | */ |
165 | */ |
107 | endswitch |
166 | endswitch |
108 | } |
167 | } |
109 | endevent |
168 | endevent |
110 | 169 |