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| Rev | Author | Line No. | Line |
|---|---|---|---|
| 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 |