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                   ==========================================
                   |              Duke Nukem 3D             |
                   |        Maphacks for the EDuke32        |
                   |       High Resolution Pack (HRP)       |
                   |                   or                   |
                   |               Voxel Pack               |
                   |                                        |
                   ==========================================




=======================
CONTENTS OF THIS README
=======================

1) About
2) Installation
3) Notes
4) Support for NightFright's Addon Compilation
5) License
6) Contact/Links
7) Credits



1) ABOUT
========
 Maphacks are used to edit the positioning of objects and other parts of a level
in cases where the maps cannot be redistributed. These maphacks' goal is to
improve the compatibility of user created maps with the HRP or the Voxel Pack.
Since there is no central site for map downloads, patching the maps directly
would lead to quite some confusion among players about their respective
versions. By distributing separated maphacks the original map download archives
can be kept unchanged. The maphacks are now part of the HRP, but this pack is
updated more frequently.

What maphacks can do:
 - prevent objects from clipping into walls or each other
   - by rotating them (models + voxels)
   - by moving their visible representation (not yet implemented for voxels)
 - turn the front side of objects to the most likely player position
 - prevent wall/floor aligned decorations from showing up as models/voxels
 - turn off unintended model animations
 - tilt objects to align to sloped floors (not yet implemented for voxels)
 - prevent wall-aligned sprites from flickering (mostly a Polymer issue)


2) INSTALLATION
===============
 Technically this is like an HRP update pack with maphack additions and 
updates only - therefore, if your current HRP's (or regular HRP update pack's) 
version number is greater than ours, don't use this pack.

Drop this pack into the autoload folder alongside your HRP (5.4 or later) and 
you should be done.
(Standalone invocation: eduke32 -g UserMapHacks.zip -mh maphacks/maphacks.def)

You need a recent EDuke32 executable which has UserMapHacks support 
implemented - at least r4886 (source r4884). (HRP 5.4 comes with r5267.)

Currently users are reporting various issues with recent EDuke32 builds. If you 
should encounter problems as well, try the r4495 version with backported 
UserMapHack support from the "Other Stuff" link below.

Your eduke32.log should contain one or more lines similar to this after playing:
   Loaded map hack file "maphacks/usermaps/foobar.mhk"


3) NOTES
========
 The main goal is to get rid of the most annoying HRP-related problems of 
popular (highly rated by reviewers) and recently released user maps. 
Since the introduction of the Poymer renderer in 2009 and the big HRP model 
rotation in early 2012 (r5.1.295), even maps which were designed with the HRP 
in mind need some adjustments. 
Do not expect a maphack quality comparable to what has been done for the 
original game's levels, though. No additional Polymer lighting for example.

A few older maps make use of tricks which can't be reproduced (yet?) using the 
modern OpenGL renderers. Some recent maps' README files explicitly state that 
the respective map is meant to be played without fancy renderers, or the HRP.
Remember that these maphacks do not claim to make those maps look as intended 
if you are using the HRP anyway, but try to fix the obvious glitches as far as 
it is technically possible. Do not complain to mappers, do not ask them to 
'fix' their map if it looks bad when HRPlaying it.

Some other maps and episodes come with custom textures. Tiles014.art, 
tiles15.art, tiles20.art and up, will technically never interfere with the HRP, 
whereas extensive use of custom textures may look off when combined with 
the HRP. In case of conflicting ART I may have added a README and/or a ZIP file 
to explain or improve compatibility. But even if a maphack and further 
compatibility improvements exist, it's still your decision to HRPlay or not.

This Pack is suitable for the Voxel Pack as well, although only the 'angoff'
directive (model rotation) works currently on voxels (EDuke32 r10623). 
But that's the most commonly used correction anyway.


You can help:

 - If you find anything you consider worthy correcting in an already maphacked
level, don't hesitate to report it (DNCOORDS!), and which renderer/HRP version
you are using. Some models (like the 0603 hangbabe) might need different
maphacks and some floor/ceiling aligned sprites may show up different
(or not at all) in either Polymost or Polymer renderer/HRP.

 - You can contribute your own maphacks. Basic information is available at:
     https://wiki.eduke32.com/wiki/Maphack_Language

 - If you have a newer version of an already maphacked level, please let LeoD
   know. (But compare the checksums first.)


4) Support for NightFright's Addon Compilation 3.1
==================================================
A full set of maphacks is available for each of the following GRPs (244):
  adg.grp             (5)
  aqua.grp            (3)
  battlefield3.grp    (3)
  bobsp.grp           (5)
  bravenworld.grp     (5) - Check out HRP-BNW-compatibility.zip
  castlequest.grp     (7)
  chronic.grp         (5) - Check out HRP-TheChronic-compatibility.zip
  commbuild.grp       (8)
  crucialconflict.grp (3)
  daikarin.grp        (7) - Check out HRP-DaikariN-compatibility.zip
  darkplace.grp       (5)
  deathdrive.grp      (5)
  dn64revisited.grp   (3)
  dreamtrilogy_grp    (3)
  dukehard.grp       (17) - Check out HrpDukePlus-DukeHard-compatibility.zip
  duketen.grp         (3)
  fbsp.grp            (3)
  glavic.grp         (10) 
  kaiserland.grp      (3)
  lorch.grp           (3)
  losthighway.grp     (7)
  mathpak.grp         (5)
  metromayhem.grp    (15)
  milltown.grp        (2)
  mssp.grp            (8)
  opblitzkrieg.grp    (5)
  plugpray.grp        (7)
  prequel2time.grp    (4)
  red.grp             (7)
  redrum.grp          (1)
  roch.grp            (9)
  showdown.grp       (21) - Check out HRP-NuclearShowdown-compatibility.zip ???
  spcmissn.grp        (2)
  spiegul.grp         (3)
  stranger.grp        (6)
  sunburn.grp         (2)
  taivo.grp           (5)
  undertaker.grp      (5)
  v_series.grp        (4)
  verminclear.grp    (12)
  wgspace.grp         (8)

Maphacks for the following GRPs are not yet completed (128/209):
  c3po.grp       :  2/4
  escape.grp     :  2/5
  fm3x.grp       : 34/42 - FM1X-FM3X done
  jungletour.grp :  1/3
  kucera.grp     :  4/15
  pinxten.grp    ;  5/9
  pipeline.grp   ;  2/7
  quakis.grp     :  6/8
  space.grp      : 23/38
  urban.grp      : 49/78

Some GRPs' high resolution contents have been left out from the Addon Pack:
  infestation.grp : 39/39 - Check out IITTC-HRP-compatibility.zip
  moonbase.grp    :  9/9
  wgrealms.grp    :  6/6
They will probably get recompiled for HRP with the Addon's maps included (54).
They'll become available at the "Other Stuff" link below.

Most other GRPs included in the Addon Pack are probably not compatible with the
HRP, but they need to be actually checked out, though.


5) LICENSE
==========
 Maphacks for original game's maps and official addon maps (Caribbean/Vacation, 
Duke in D.C., Nuclear Winter, World Tour) are covered by the High Resolution 
Pack [HRP] Art License or Voxel Pack Art License, respectively.
You are free to copy, alter, reproduce, and redistribute all other maphack files
as long as their original author[s] are credited in each *.mhk, respectively.


6) CONTACT/LINKS
================
  You can check the related EDuke32 forum thread over at Duke4.net:
  https://forums.duke4.net/index.php?showtopic=6070

Contact:
--------
  https://forums.duke4.net/index.php?showuser=1299

Related Links:
--------------
  Duke4.net ................................... https://duke4.net
  Duke Nukem 3D High-Resolution Pack .......... https://hrp.duke4.net
  NightFright's Addon Pack .................... https://hrp.duke4.net
  EDuke32 port ................................ https://eduke32.com
  RHash checksum generator ......... https://sourceforge.net/projects/rhash
  Maphacks in the HRP repository ... https://svn.eduke32.com/duke3d_hrp/maphacks
  Maphack Wiki entry ............ https://wiki.eduke32.com/wiki/Maphack_Language
  Duke3D Voxel Pack ............... https://github.com/NightFright2k19/voxelpack
  Voxels: Pragmatic Player's Pack ............
    ............... https://www.mediafire.com/file/9l8kgqd2bn8uaew/Voxels-PPP.7z

Advertisement:
--------------
  Other Stuff by LeoD ........ https://forums.duke4.net/index.php?showtopic=3513


7) CREDITS
==========
  Anyone who has contributed to EDuke32, the HRP, or the user maps listed herein


Snippets for the Wiki
=====================

 - The maphack entry lines and the comments are all formatted and sorted in a
   way to make (semi) automated patching possible later on.
 - Technically, the order of commands for an item does not matter, but please
   stick to: notmd, away1/2; nomdanim, angoff, pitch, roll, md[x|y|z]off.
 - Prefer attaching "-" to parameters of pitch and roll instead of md[x|y|z]off.
 - Better not use leading zeroes on sprite numbers or parameters.
 - away[1|2] does not work on wall aligned models unless they are notmd'd.
 - Double entries won't add up, e.g. a second angoff overrides the first one.
 - Multiplayer pickups might better face at a different angle due to multiple
   starting points.
 - Cramped clusters of intersecting pickups can be cleaned up by moving
   similar items to identical positions.
 - Pickups viewed only from above can be "laid down" by pitch -512 to improve 
   visibility, like keycards and medkits.
 - For the most part, all maphacked items are listed more or less in a possible 
   single player playthrough order, usually getting keycards no sooner than
   needed.
 - For better review orientation, always add the keycards, even with angoff 0.
 - For the same purpose, some obvious pickups can be singled out the same way.
 - All maphacks are made with and for the latest Polymer HRP, but should work
   just as well with the Polymost renderer/HRP Override Pack, too.
 - The default spawning angle in EDuke32 is 0, while the
   default placement angle in Mapster32 is 1536 aka -512.