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 Small question for the coder Zeroth 
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Waking up in Chronos

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Post Small question for the coder Zeroth
Hi

This is a small question for Zeroth.

First off, I have followed the progress of your mod Hexen:Edge of Chaos for some considerable time - it sure looks fantastic and I cannot wait to try it. Hope it will be soon!

This question on your forum is with regard to this thread over on Doom 3 world (http://www.doom3world.org/phpbb2/viewto ... 56&t=23461), where BloodRayne suggested that it would be OK, to approach Zeroth.

With this question, I am in no way suggesting that you reveal trade secrets or just give away your hard work, but was wondering if you would be prepared to share some / any of the techniques that you used to implement 'hub-like' / non-linear level transitions in your mod in particular to do with any SDK changes.

Hope you would consider this request as we would be really grateful for any suggestion or assistance in any way as we need to implement this style of map / level transition for Arx - End Of Sun - which is a D3 1st person RPG mod in progress.

Many thanks in advance.

Regards

solarsplace


Fri Feb 05, 2010 2:44 pm
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Post Re: Small question for the coder Zeroth
I keep nudging Zeroth to answer. I'll throw a stick into his general direction for ya... :)

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Wed Feb 10, 2010 9:02 am
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Post Re: Small question for the coder Zeroth
Hi BloodRayne

Many thanks for that, much appreciated.

You already helped a tremendous amount by suggesting the set / get persistent settings functions.

After I complete our inventory SDK code, hopefully this week, I will make a start on this! my hunch is that the we can set the persistent settings when the item is picked up and store them in a way such as mapname.entityname.parameter and then iterate over them in the map scrip and hide remove monsters and items that picked up and slain etc.

It would still be intriguing to learn how you guys managed it!

Best regards


Mon Apr 12, 2010 9:33 am
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Post Re: Small question for the coder Zeroth
hah, I don't recall BR ever saying anything about this question.

anyway, it's been a while since I've played with the hub progression stuff, but from what I recall there were a few problems to tackle:

1.) making sure when the player leaves from an exit that he pops up at the right entrance in the next level

this was as simple as affixing an entrance/exit number on player spawn entities, and rigging game_local to put the player at the right spot. each exit entity from one map will correspond by an affixed integer to the name of the entrance on the level it links to. for example, exit_1 will put you on entrance_1, _2 on _2, etc. of course those arent the entity names, don't know them off the top of my head. info_player_location_# I think.

2.) keeping all enemies/items/corpses persistent when you come back to a level.

I had rigged up a nice idea of how to code the SDK to remember where entites were, which ones didn't exist anymore (dead enemies, picked up items, etc), and so on. however, I thoroughly forgot it all when BR said he had some simpler way of doing it with setPersistantSpawnArg script event. the problem with that is that you have to do crazy stuff on each entity in a map, and .. well you'll have to talk to BR about how it should work. I'm not even sure we have it set up yet. it's a small thing on our plate to tackle.

Zeroth

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Thu Jun 10, 2010 6:40 pm
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Post Re: Small question for the coder Zeroth
Hi Zeroth

Thanks very much for the reply!

I have some stuff working, and when it is complete you are welcome to see the code in case it is of any benefit to you.

Thanks again


Fri Jun 11, 2010 8:12 am
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Post Re: Small question for the coder Zeroth
zeroth wrote:
hah, I don't recall BR ever saying anything about this question.
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Fri Jun 11, 2010 5:02 pm
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Post Re: Small question for the coder Zeroth
lol

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