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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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30 | include nwinter_hrp/NWDefs.con |
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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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38 | for i allsprites, ifactor MUSICANDSFX |
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39 | { |
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40 | // fixing ambient sounds |
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41 | switch .lotag |
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42 | |||
43 | case 91 |
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44 | case 308 |
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45 | set .lotag 426 |
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46 | break |
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47 | |||
48 | case 244 |
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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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53 | |||
54 | |||
55 | // fixing one-time sector sounds |
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56 | for k allsectors |
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57 | { |
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58 | getsector[k].lotag l |
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59 | switch l |
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60 | |||
61 | case 10091 |
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62 | case 10308 |
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63 | set sector[k].lotag 10426 |
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64 | break |
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65 | |||
66 | case 10244 |
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67 | set sector[k].lotag 10438 |
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68 | break |
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69 | |||
70 | endswitch |
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71 | setsector[k].lotag l |
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72 | } |
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73 | |||
74 | // Fixing actors. |
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75 | |||
76 | // fixing actors already in the map |
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77 | for i allsprites |
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78 | { |
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79 | switch .picnum |
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80 | // Step 1: Santa |
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81 | /* |
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82 | case 2000 set .picnum 3900 break |
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83 | case 2045 set .picnum 3905 break |
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84 | */ |
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85 | // Step 2: Pig Cops |
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86 | /* |
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87 | case 2002 set .picnum 2000 break |
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88 | case 2003 set .picnum 2001 break |
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89 | case 2047 set .picnum 2045 break |
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90 | */ |
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91 | endswitch |
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92 | } |
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93 | // fixing actors which spawn on triggers |
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94 | for i allsprites, ifactor RESPAWN |
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95 | { |
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96 | switch .lotag |
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97 | // Step 1: Santa |
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98 | /* |
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99 | case 2000 set .lotag 3900 break |
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100 | case 2045 set .lotag 3905 break |
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101 | */ |
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102 | // Step 2: Pig Cops |
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103 | /* |
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104 | case 2002 set .lotag 2000 break |
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105 | case 2003 set .lotag 2001 break |
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106 | case 2047 set .lotag 2045 break |
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107 | */ |
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108 | endswitch |
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109 | } |
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110 | endevent |