-------------------------------REDNECK RAMPAGE------------------------------
OFficiAL-LiKE TeChnikAl GyDE - bY ALeX maYBErrY & maL BLacKWelL.
-----------------------------------
EXAMPLE MAPS AND ADDITIONAL TEXT (N) BY NEWC (MATT NEWCOMB)
OPENIN' COMMENTS:
Now, don't go thinkin' that this here document is gonna give you all
the info you needs to know to build this stuff, 'cause it ain't. It's
really only just a guide for ya. But armed with this document, you
should be able to inspect the original levels in REDNECK RAMPAGE and
decipher eggsackly how we did things. In order to edit the original
levels, you'll need to extract them first with that there KEXTRACT.EXE
program. Just copy the program into your REDNECK RAMPAGE game
directory and then issue the followin' command:
KEXTRACT REDNECK.GRP *.MAP
Additionally, to get the editor to function properly, you'll also
need to extract all of the art files first ('cause this version of
the editor does not read the group file). To do this, issue the
same command as above, but replace *.MAP with *.ART. This should
be enough to get you fooly funxional, so let's git on with the good
stuff.
THEM SPECIALIZED EFFECTS:
These here are a few of them new effects and gadgets that we done
come up with in REDNECK RAMPAGE. There's prolly a few that we forgot,
and maybe even a couple that was just too much trouble to document,
but damnit, we done our best. Anyway, that's all I gots to say about
that.
TORCH EFFECTOR:
To use the TORCH EFFECTOR, place the TORCH Sprite (Tile#18)
in all sectors requirin' the effect. When the game is run,
the lighting of them sectors being affected will flicker real
random like. To ensure that the effect is seamless, all
portions of the sector being affected must possess the same
shadin' values. Additionally, the TORCH Effector may be Lo
tagged with the followin' values so that the effect is only
carried out on specific portions of the sectors:
LO-TAG AREA OF EFFECT
------ --------------
0 Ceiling | Floor | Walls
1 Ceiling | | Walls
2 | Floor | Walls
3 | | Walls
4 Ceiling | |
5 | Floor |
(N)IN THE EXAMPLE MAP (GD_TRCH) I USED SPRITE #1495 FOR THE FIRE.
USE THIS FOR FIREPLACES AND OTHER PLACES THAT REQUIRE A
CONSTANT FLAME. USE #1494 FOR FLAMES THAT BURN ONLY A SHORT
TIME AND THEN GO OUT.-NEWC
PUSH SECTOR:
The PUSH SECTOR effect allows a square or rectangular sector
to be moved by the player in any of the four cardinal
directions. In the game, the player moves the sector simply
by walkin' forward against any of the (raised) sector
walls. The sector will then move in the direction that the
player is walkin' (or rather, the closest correspondin'
CARDINAL direction). The sector will stop moving when it
hits a one-sided (white) line, or another sector that is
LARGER than the moving sector (note that if a PUSH SECTOR is
moved into a smaller sector, it will push through it and
cause display problems in the game. Additionally, it is best
not to have two adjacent walls tagged as PUSH SECTORS,
otherwise if the player pushes the wall on a corner, the
engine can get real confused as to which direction to move the
thing). To create a PUSH SECTOR, do the following:
Make a square or rectangular sector, and then give
the outer wall the LO-TAG that corresponds to the
appropriate direction of travel. The tags and
directions are as follows:
WALL LOW TAG DIRECTION
------------ ---------
40 NORTH (place on SOUTH wall)
41 WEST (place on EAST wall)
42 SOUTH (place on NORTH wall)
43 EAST (place on WEST wall)
(N) IN THE EXAMPLE MAP (GD_PUSH) I MADE FOUR CRATES THAT CAN
BE PUSHED ONLY IN ONE DIRECTION EACH (NORTH, SOUTH, EAST,AND
WEST) IN THE STARTING SECTOR AND ONE THAT CAN BE PUSHED IN ALL
FOUR DIRECTIONS IN THE ADJOINING SECTOR. YOU CAN USE ANY
COMBINATION OF WALLS (i.e. NORTH AND EAST, WEST AND SOUTH, ETC).
-NEWC
BARREL EFFECT (ST 857):
The BARREL EFFECT is used to allow the player to enter sectors
that are normally too narrow to accomodate him (i.e., the
player's clipping distance exceeds the aperature). For
example, normally if the player wished to get _inside_ of a
barrel shaped sector, he would be unable to because he's too
damn fat. By givin' the sector a LO-TAG of 857 though, the
player is temporarily made "skinny" enough to fit inside of
the sector. This effect lasts only while the player is inside
of the tagged sector. (Note that if the player hits the
YEE-HAW key while inside of a barrel, he or she will receive
a one-time health bonus of 10pts)
(N) IN THE EXAMPLE MAP (GD_BAREL) I MADE A BARREL SECTOR AND
A SMALL DOORWAY AND GAVE BOTH THE LOTAG OF 857. THE SECTOR TAG
DOES NOT AFFECT THE DOORWAY, BUT WORKS FINE ON THE BARREL.-NEWC
UP OPEN DOOR LIGHTS (SE 8):
This is one of them existin' DUKE3D effects that has been
modified a bit for our purposes. This effect is used to raise the light level in
a sector(s) shading value when a door is raised, and to lower
it again when the door closes. The effect works the same as
it did in DUKE3D, with the added feature that if the sectors
are given a HI-TAG of 1, the ceiling will maintain a constant
shading value and be unaffected by the SE, thus resultin' in
a more realistic type lighting effect.
(N) IN THE EXAMPLE MAP (GD_SE8) I MADE TWO SECTORS DIVIDED BY A
RISING DOOR. THE SECTOR EFFECTOR IS GIVEN A LOTAG OF 8 AND PLACED
INSIDE THE ROOM YOU WANT TO LIGHT UP WHEN THE DOOR OPENS AND
ANOTHER S.E.8 IS PLACED INSIDE THE DOOR SECTOR. CHANGE THE SHADE
OF THE ROOM WITH THE MINUS KEY ON THE NUMBER PAD WHILE POINTING AT
EACH WALL AND THE CEILING AND FLOOR. IF YOU MAKE A ROOM WITH MANY
SECTORS, EACH ONE MUST HAVE A S.E.8 AND BE SHADED TO THE BRIGHTNESS
LEVEL IT WILL BE WHEN THE DOOR IS CLOSED. SHADE THE S.E. SPRITE
TO THE BRIGHTNESS VALUE THE ROOM WILL BE WHEN THE DOOR IS OPEN.
GIVE THE ROOM YOU WANT TO EFFECT THE HITAG OF 1 TO KEEP THE CEILING
FROM LIGHTING UP.-NEWC
JAIL DOORS (New Sliding Doors):
Tags:
Parent Sector - Lo Tag = 41
Hi Tag = Unique number shared with
Child Sector.
Child Sector - Lo Tag = Direction.
Directions: 10 = SOUTH
20 = WEST
30 = NORTH
40 = EAST
Hi Tag = Unique number shared with
Parent Sector.
Jail Sprite (TILE 11) - Place in Parent Sector.
Hi Tag = Speed (4, 8, 16, 32 or 64)
Lo Tag = Distance to travel
(Number of small grid boxes,
multiplied by 2).
Jail Sound (TILE 38) - Place in Parent Sector.
Hi Tag = none
Lo Tag = Sound # to play.
Constuction:
First, build the parent sector, which should consist
of a door frame, along with a pocket into which the
door will slide. It should look something like this:
___________________________
| |___________________
| |
| --------------------
|_________________________|
Next, build the child sector, which will be the actual
portion of the door that slides. You should end up
with something like this:
___________________________
| ______________________ |___________________
| | | |
| ---------------------- --------------------
|_________________________|
The child sector itself can contain any sectors that
are desired (e.g., bars, walls, etc.). Any sectors
inside of the child sector will be moved accordingly.
Once the sectors are built, tag the parent sector
with a Lo Tag of 41. Give it a unique Hi Tag. Then,
give the child sector the same Hi Tag number (it is
not necessary to tag sectors inside of the child
itself). Lo Tag the child with the appropriate
direction number. Finally, place the Jail Door sprite
(Tile 11) into the parent sector and Lo Tag it with
the distance the door is to travel (number of small
grid squares times 2), and Hi Tag it with the speed
(4, 8, 16, 32 or 64. If you do not give it a Hi Tag,
it will assume zero and the door will not move). If
a sound other than the default is desired, place the
Jail Sound sprite into the parent sector and assign
it a low tag of the new sound to play.
(N) THIS ONE IS PRETTY MUCH EXPLAINED THOROUGHLY. SEE EXAMPLE
MAP GD_JDOOR.
KEYS:
Doors requirin' keys to open now use Tile#34
placed in the appropriate door sector. This here
tile will effectively act to lock the door real tight,
unless the player has the correspondin' key. To
choose between the different variation of keys
available in the game, Tile#34 (Lock Sprite) and
Tile#60 (Key Sprite)must be lo-tagged with the
appropriate values. Lock and Key tags are as follows:
Wooden Doors
Lock Sprite Lotag Corresponding Key
----- -------
0 Key #1 (Lo-Tag 100)
1 Key #2 (Lo-Tag 101)
2 Key #3 (Lo-Tag 102)
By default, when a player attempts to activate a door sector
and does not possess the proper key, the door will
make a wooden rattling sound. If a metal door sound
is desired, the following tag combinations can be
used instead (note that there is still only a maximum
of 3 keys/locks available, the only change is the
sound that the door makes when locked):
Metal Doors
Lock Sprite Lotag Corresponding Key
----- -------
3 Key #1 (Lo-Tag 100)
4 Key #2 (Lo-Tag 101)
5 Key #3 (Lo-Tag 102)
(N) IN THE EXAMPLE MAP (GD_KEYS) I MADE TWO DOORS, ONE WOOD,
ONE METAL. THE WOOD DOOR IS A SWING TYPE AND THE METAL IS A
LOWERING TYPE. THE LOCK SPRITE FOR THE WOOD DOOR IS SET AT
1 AND THE CORRESPONDING KEY'S LOTAG IS SET AT 100. THE METAL
DOOR'S LOCK SPRITE LOTAG IS 5 AND THE KEY LOTAG IS 101.-NEWC
ENEMY BEHAVIOR
In REDNECK RAMPAGE, some enemies have multiple
behavior settings. These settings are determined
according to the palette number assigned to the
enemy sprite. An enemy with a palette shift will
appear normal in the game. Available palette shifts
are as follows:
Palette Number Behavior
-------------- --------------------
0 Normal enemy, type
"A" behavior.
30 Deaf enemy, type "A"
behavior.
31* Normal enemy, type
"B" behavior.
32* Deaf enemy, type "B"
behavior.
33 Deaf with 360 degree
vision.
* - Not every enemy has a type "B" behavior.
Specific Behavior: (Note that in RR enemies have the
ability to hear certain noises,
the range depending on the type
of noise. Once activated, they
will seek out the player. Also,
enemies can only see in a 180
degree radius in the direction
the sprite is facing, unless they
are given a palette of 33).
(N) IN THE EXAMPLE MAP (GD_ENEM) I MADE SIX ROOMS, FIVE OF
WHICH CONTAIN BILLYRAY SPRITES. EACH ONE HAS A DIFFERENT
BEHAVIOR. THE PALETTE IS ASSIGNED BY POINTING AT THE SPRITE
AND PRESSING ALT+P IN 3D MODE, THEN TYPE IN THE NUMBER.
MAKE SURE YOU TYPE RDELVIS AND RDALL AT THE START.-NEWC
VIXENS: There are five types of Vixens available in RR, depending
on what palette number is assigned to the sprite. Valid
palette numbers are as follows:
PALETTE VIXEN TYPE
------------ --------------
0 Blue Vixen
15 Brown Vixen
22 Green Vixen
25 Blue Vixen w/Red Hair
34 Queen Vixen - Light Brown
Each of the above Vixens possess slightly different
attributes, as well as varying hit points, attacks, etc..
For specific details, please refer to the VIXEN.CON located
in your Redneck Rampage directory. And that's all I got t'
say 'bout that.
(N) IN THE EXAMPLE MAP (GD_VIXEN) I MADE SIX ROOMS, FIVE OF WHICH
CONTAIN VIXENS WITH DIFFERENT PALETTE NUMBERS. THE LAST (QUEEN)
WILL END THE GAME WHEN YOU KILL HER. THE ONE YOU GIVE THE
PALETTE OF 25 WILL USE KICK ATTACKS AS WELL AS SHOOT AT YOU.
MAKE SURE YOU TYPE IN RDELVIS AND RDALL WHEN YOU START.-NEWC
TORNADO: Stick it in and watch it spin. Leave it alone, and it will
move around real random like. If ya give it one of them
palette shifts of 33, it'll become a real killer type
Tornado, and come after ya and try to suck yer ass up.
(N) IN THE EXAMPLE MAP (GD_TRNAD) I MADE THREE ROOMS, TWO
OF WHICH CONTAIN TORNADOES. THE SECOND ONE HAS THE PALETTE
OF 33. TYPE RDELVIS AND RDALL AT START.-NEWC
KILLER TRUCKS & OTHER TYPES OF VEHICULAR SLAUGHTER:
The movin' trucks in this here game is just like the movin'
stuff in that there game with the Duck Nuckem feller. The
main difference is that our trucks be killin'shit. To do
this, just give them sectors a lo-tag of 800.
(N) THIS IS GETTING ON MY NERVES. WHY IS THIS FILE OUT IF THERE
IS NOT MORE INFO? ANYWAY IN THE EXAMPLE MAP (GD_TRUKS) I MADE
TWO ROOMS: ONE YOU START IN AND THE OTHER HAS A TRUCK IN IT.
I KNOW THE TRUCK LOOKS TERRIBLE, I AM TRYING TO FIGURE OUT
HOW TO MAKE IT LOOK LIKE E1L1 TRUCK. ANYHOW, TO MAKE THE TRUCK
YOU MAKE A SECTOR, TURN IT RED, AND RAISE IT FROM THE FLOOR.
PUT WHATEVER TEXTURES YOU WANT ON IT. PUT IN A SECTOR EFFECTOR
AND GIVE IT A LOTAG OF 6. GIVE THE TRUCK A LOTAG OF 800.
PUT THE SECTOR EFFECTOR IN THE TRUCK SECTOR. USE PAGE UP IN 3D
MODE AND RAISE THE SECTOR EFFECTOR TO JUST ABOVE THE TRUCK.
GO INTO 2D MODE AND PUT IT INSIDE THE TRUCK SECTOR.
NOW PUT IN SOME LOCATOR SPRITES (L+). GIVE THEM ALL LOTAGS
THAT INCREASE BY 1, BUT LEAVE THE ONE IN FRONT OF THE TRUCK
AT LOTAG 0. THIS IS HOW COMPUTERS SEE THE NUMBER 1 IN A
SEQUENCE. EVERYTHING IS NUMBERED FROM 0 TO 9, NOT FROM 1 TO 10.
ANYWAY, IF YOU PUT IN FIVE LOCATORS THEIR LOTAGS WILL BE 0,1,2,
3,4. MAKE THE CLOSEST ONE HAVE A LOTAG OF 0, THE NEXT ONE YOU
WANT IT TO GO TO 1, THEN THE NEXT ONE 2, AND SO ON. THE LAST
LOCATOR MUST BE NEAR THE FIRST, SO THE TRUCK STARTS ALL OVER.
IF YOU GET IN FRONT OF IT YOU DIE!! ALSO MAKE SURE YOUR LOCATORS
ARE NOT TOO CLOSE TO THE WALL, OR IT WILL CAUSE VIEWING TROUBLE.
ALSO YOU CANNOT MAKE THE TRUCK CROSS RED LINES, IT CRASHES THE
GAME.-NEWC
UFO:
The UFO is a little special in that ya gots to give
them sectors a Hi-Tag of 49. If ya want it to spit
out them little flyin' saucer buggers, ya gots to
put in a UFO-B sprite (Tile #252)with a palette of 33
to spawn 'em. Also, any Locator sprites wiff a
Hi-Tag of 1 will cause that there UFO to stop and spit
out a Hulk Guard beasty. When that UFO finally stops
and turns on its headlight, it'll teleport ya to
where ever ya gots one of them TELE-B sprites
(Tile #297).
(NOTE: Because the UFO spawns Hulk Guards, if you
give any Locator a Hi-Tag of 1, your vehicle will
spawn an enemy (and then likely run his ass over and
kill him). At this time, the only solution for this
is NOT to allow normal vehicles to stop).
(N) IN THE EXAMPLE MAP (GD_UFO) I MADE A BIG SECTOR WITH A UFO
IN THE CENTER. GIVE THE UFO SECTOR A HITAG OF 49. PUT LOCATOR
SPRITES IN A PATTERN YOU WANT THE UFO TO TRAVEL AND LOTAG THEM
INCREMENTALLY STARTING WITH NO LOTAG FOR THE FIRST, 1 FOR THE
SECOND, ETC. GIVE ONE LOCATOR A HITAG OF 1 AND WHEN THE UFO
REACHES THAT ONE IT WILL DROP A HULK GUARD. WHEN YOU KILL
THE HULK GUARDS THE UFO WILL STOP AND TURN ON A BEAM. WALK INTO
THE BEAM AND YOU WILL BE TAKEN TO A SMALL ROOM, WHICH IS JUST
OUTSIDE THE SECTOR WITH THE UFO.-NEWC
BUZZ SAW:
Now the Buzz Saw (Tile #3410) iza' special kinda' sprite
that'll kill ya' ifuns ya'touch it. To get this here dealy
to go up and down with a switch ya needs to use the Button
(Tile #127) and gives it a Hi & Lo-Tag of 999. These tags on
the button will cause the engine to seek out the Buzz Saw
Sprite and lower it into the floor. After a few seconds, the
Buzz Saw will be raised back up and activated again. The Buzz
Saw Sprite gets no tags.
(N) IN THE EXAMPLE MAP (GD_SAW) I MADE A BUTTON AND A SAW.
IT LOWERS JUST FINE BUT RISES TOO HIGH. I PLACED IT IN ITS
OWN SECTOR AND LOWERED THE SECTOR INTO THE FLOOR TO SEE IF
THAT WOULD MAKE IT RISE TO ITS PROPER HEIGHT, BUT IT MAKES NO
DIFFERENCE. THE SAW STILL RISES TO THE CEILING. I EVEN TRIED
TO LOWER THE CEILING PART OF THE SECTOR, BUT IT JUST WENT INTO
THAT PART AND WAS EVEN WITH THE MAIN SECTOR'S CEILING. IF YOU
CAN FIGURE OUT HOW TO DO IT, LET ME KNOW AND I'LL UPDATE THIS.
-NEWC
SHADOW SPRITES:
Usually in RR if you're outside under a "Parallaxing Sky,"
you and all the other Critters will take on the shading value
of the ceiling or "sky." If you'd like to get a more
realistic look with your shading you can stick one o'these
Shader-Sprites (Tile #68) into the shaded sector and the
player and other critters will take on the shading value of
the floor while passing through the sector.
(Note: Be sure to shade down any characters or items you
place in the shadow sectors or they will appear fully
lit even in the dark.)
(N) IN THE EXAMPLE MAP (GD_SHADE) I MADE A BIG SQUARE
BUILDING AND MADE A SHADOWED SECTOR AROUND ONE SIDE OF IT
TO GIVE THE LOOK OF THE SUN HITTING FROM ONE SIDE. I PUT
A CHICKEN AND A PIG IN THE SECTOR AND THE SHADESECTOR SPRITE.
THEN I SHADED THE PIG, CHICKEN, AND THE WALLS, GROUND, AND
SKY TO MY PREFERENCE. YOU WILL NOTICE THE PIG AND CHCKEN
SHADE VALUES CHANGE AS THEY PASS IN AND OUT OF THE SECTOR.
YOU WILL ALSO NOTICE THAT YOUR GUN CHANGES SHADE WHEN YOU
PASS THRU IT, TOO.-NEWC
LIGHTNING SPRITE:
If ya'll would like Lightning going on while your "Inside" of
a building, you can use the Lightning Sprite (Tile #35) to
get random lightning flashes. Best used in the windows
(note that lightning & thunder will only be active when
certain textures and/or skies are viewed by the player).
(N) IN THE EXAMPLE MAP (GD_LTNIN) I MADE A ROOM WITH A WINDOW
AGAINST THE WALL. I MADE IT BY INSERTING TWO POINTS ON THE
WALL, THEN DREW A LINE FROM ONE POINT, OUT AWAY FROM THE WALL,
AND DOWN TO THE NEXT POINT TO MAKE A RECTANGLE, THEN ENDED ON
THE FIRST POINT TO TURN THE LINE BETWEEN THE TWO POINTS RED.
I THEN PUT THE DRAPEWINDOW (#2580)TEXTURE ON THE WALL TO GIVE THE
APPEARANCE OF A WINDOW. NEXT I GAVE THE TOP OF THE INSIDE
OF THE WINDOW THE #2577 SKY TEXTURE BUT DID NOT PARALLAX IT.
IT IS A SMALL ENOUGH SPACE THAT THE PLAYER WOULD NOT NOTICE
IT UNLESS THEY WERE LOOKING FOR IT SPECIFICALLY. SO FAR THIS
IS THE ONLY TEXTURE I HAVE FOUND THAT WILL ACTIVATE THE
SPRITE INSIDE A ROOM. IF YOU USE IT FOR THE OUTSIDE AREA
SKY, IT WILL ACTIVATE THE SPRITE PLACED IN ANY SECTOR THAT
IS UNDER THE SKY.
-NEWC
LADDERS, CHAINS AND OTHER CLIMBABLE STUFF:
This effect utilizes a marvelous new invention known as
Ladder Wood (Tile#3587). This all-purpose sprite will allow
the player to reach all sorts of new heights. All you need to
do is place the sprites (relative to the floor, blocking bit
on) in front of the object that the player is supposed to
climb, and then position them like rungs on a ladder (raising
each sprite 3 Page-Ups above the last should suffice). When
the game is played, the Ladder Wood sprites will be invisible
to the player, but still enable them to climb up.
(N) IN THE EXAMPLE MAP (GD_CLIMB) I MADE TWO RAISED SECTIONS.
I PUT THE WOODLADDER SPRITE (#1827) AGAINST THE WALL OF ONE
SECTION AND MADE FOUR LADDERWOOD SPRITES. THEY ARE ORANGE WITH
THE LETTERS 'LW' ON THEM. THEN I MADE ABOUT SIX CHAIN SPRITES
(#2913) AND RAISED THEM AND STACKED THEM SO THEY LOOK LIKE ONE
CHAIN AND PUT FOUR LADDERWOOD SPRITES ON THEM. YOU MUST MAKE THE
LW SPRITES LAY FLAT BY POINTING AT THEM AND PRESSING 'R' IN 3D
MODE UNTIL THEY LAY FLAT. THEN I STRETCHED THE POWERLINES SPRITE
(#2954) FROM THE CHAIN TO THE OTHER RAISED SECTOR. YOU CAN CLIMB
THE LADDER AND THE CHAIN AND WALK ACROSS THE POWERLINE TO REACH
THE OTHER SIDE. NOTE: YOU MUST MAKE THE LADDERWOOD SPRITES AND
THE POWERLINES SPRITE BLOCKABLE BY POINTING AT THEM IN 2D MODE
AND PRESSING 'B'.
YOU CAN STACK THE LADDERWOOD SPRITES EITHER DIRECTLY ABOVE EACH
OTHER, OR YOU CAN STAGGER THEM OUT WITH THE TOP THE CLOSEST TO
THE LADDER AND THE BOTTOM THE FARTHEST AWAY FROM IT, AS I HAVE
DONE.-NEWC
CHICKEN PLANT PRODUCTION LINE:
OK, Now I know how much everybody used to like chicken (till
they saws J. Clucks, that is), and those of you who want to
start their own J. Clucks Franchise, here's what you need to
know.
Lets start with "Illegal Sprites" These here sprites should
never, under any circumstance be used or placed in a level.
(Don't even think about it eether! They will confuse the
engine and ultimitly crash you level.) These sprites are
automatically inserted into your level by the processin'
line, and if you put them in manually it'll cause all sorts
of nasty things to happen. So, whatever you do, don't use
these sprites:
CHICKEN A TILE #3190
CHICKEN B TILE #3191
CHICKEN C TILE #3192
LOAF TILE #3120
NUGGET TILE #3122
BROASTED TILE #3123
BONELESS TILE #3124
HEADS TILE #3133
With that outa' the way, here's how to build a chicken
processin' line. We'll use J.Clux as the model here.
First you need to place a "CHICKEN A" Spawner Sprite
(Tile #285). Chickens will start to roll outta' this thang
the minute you start your game. The height and direction
the sprite is facing will deturmin the direction and height
the chickens will move. Next, a little ways down the line
we need to have a sector with a LO-TAG of "901". This will
delete Chicken A when it enters the sector and will spawn a
CHICKEN B (B=no feathers) that will continue down the line
in place of CHICKEN A. A little further down the line we
repete this process but use a Sector LO-TAG of "902" to
delete CHICKEN-B and Spawn a CHICKEN-C (C=no heads).
(note: all chickens in the processing line have to travel in
the same direction up to this point).
To change direction of travel, ya have to start with a
CHICKEN C spawner (tile#286). This only works for headless
chickens, by the way. To end the chicken processin' line,
there are two types of sector lo tags that need to be used.
The first one (904) will delete the chicken entirely. The
second tag (903) will drop the chicken to the floor and
delete it upon impact. Nuggets (tile#290), Loaf (tile#289),
Packaged Chickens (tile#291, and Boneless Chickens (tile#292)
work the same way as the chicken spawner. Direction is
dependent upon the direction of the sprite, although all of
these items will be affected by gravity (i.e., dropping and
scrolling across the floor), and need delete sectors to
effectively remove them from the assembly line.
To use the Head (tile#288) and Feather (tile#287) spawner,
stick 'em where they go, and they just start spittin' out
stuff. Pretty neat, huh?
Now for the best part---the JIBS!!!! We done got a real live
jib-fest goin' on! This thing'll just spit out all the blood
and gore you could ever want in a game (or in real life, if
that's your thang). Just use Tile#293---again, just stick it
where ever the hell you want it, and it'll do the rest.
Remember though, just like in real life, too many bloody
pieces layin' around can cause real problems (in RR though,
it'll just crash the game, so no lawyer-types are needed).
For those of you with PC-Envy, you can stop the entire
processin' line by puttin'in an Emergency Stop Switch
(tile#94) and give it a lo tag of 563 (use only in case of
SEE-vere frame rate problems).
(N) THIS IS VERY INTERESTING! I COULD NOT GET THE THING TO
SPAWN ONCE!! I TRIED EVERYTHING!!! BUT I FOUND A NEAT TRICK:
WHEN YOU MAKE A MASKED WALL, YOU CAN MAKE A BIG GLASS ROOM
BY STARTING A NEW WALL FROM THE VERTEX OF A MASKED WALL!!
COOL!!-NEWC
MINE CARTS:
Mine carts is made up of two sectors, an Outie and an Innie.
The Outie should be raised up a bit higher than the Innie
(naturally), and should get a Lo Tag of 42. Now, dependin' on
the direction that ya want this here cart to travel (not to
mention the direction from which ya'll started in the first
place) use the below listed correspondin' Hi Tags. They is
as follows:
HI TAG DIRECTION
------ ---------
10 SOUTH (travels SOUTH and returns)
20 WEST (travels WEST and returns)
30 NORTH (travels NORTH and returns)
40 EAST (travels EAST and returns)
Now, to really make these babies work, ya gotta put in some
more of them specialized sprite thingies. In this case,
you'll be needin' to put a CART Sprite (tile#64) into the
mine cart's Outie sector. The Hi Tag for this here sprite
will control how fast the cart moves, and the Lo Tag
determines how far it'll go before it starts headin' on back.
In addition to the CART Sprite, you'll be needin' the INSIDE
Sprite (tile#66). Now my advice to you is to wait until
you're completely done with yer whole, entire level before
you go messin' with these sprites. The reason behind this is
that the Lo Tag of the INSIDE Sprite corresponds with the
Outie's Sector Number (which means if you go addin' or
subtractin' any sectors, you'll have to recypher yer tag
numbers for the INSIDE sprite...see what I mean?)
If you REALLY want to piss folks off, you can make it so that
the mine carts will instantaneously kill them if they go
touchin' it. To do this, you'll be wantin' to toss one of
them DEATH Sprites (tile#67) into the Innie sector. That
oughta do her just fine, now.
Another sprite ya'll might want to use is the CART SOUND
Sprite (tile#65). Use this if for some reason ya'll don't
like the default sound. Just give it a Lo Tag of the sound
number ya'll want it to play. It's just as easy as that!
Ain't it grand?
(note that once activated, the carts will continue back and
forth on a fixed path, so be sure that they cannot cross
over into any other sectors, otherwise things'll be actin'
really screwy, if'n' ya know what I mean).
(N) IN THE EXAMPLE MAP (GD_CART) I MADE A MINE CART AND GAVE
THE OUTER SECTOR A LOTAG OF 42. SINCE IT WILL TRAVEL TO THE
EAST, I GAVE IT THE HITAG 40. NEXT I INSERTED THE MINECART
AND MINECARTINSIDE SPRITES. THE MINECART SPRITE HAS A LOTAG
OF 256 FOR DISTANCE AND A HITAG OF 32 FOR SPEED. THE
MINECARTINSIDE SPRITE HAS A LOTAG OF 1, WHICH IS THE NUMBER
OF THE SECTOR. WHEN YOU MAKE A SECTOR, IT GETS A NUMBER.
THE NUMBER OF THE SECTOR IS FOUND BY PLACING THE MOUSE
POINTER IN THE SECTOR AND PRESSING TAB.-NEWC
DESTRUCTO SECTORS:
Now we're gettin to the good stuff here. DESCTUCTO Sectors
give you the ability to wreck and destroy just about any ol'
thing you want to, geometrically speaking, that is. Unlike
in the Duck Nuckem game, we're doin' just a little more than
rainsin' and lowerin' a few floors and ceilin's. Oh no,
we're actually movin' all sorts a stuff around, swappin'
textures in and out and left and rite, deletin' stuff, and
changin' all sorts of things (don't believe me? jus' go blow
up the gas station in Downtown and watch the fireworks). Okay,
I'm sure you're all lathered up now wantin' to get on with it,
right? Well, there's just a few things you need to know
first, so just sit tight and quit yer yammerin'.
First of all, you need to decide what the hell you want to
destroy (for best results, build it completely the way you
want it first). Once you have the area completely finished,
you'll need to copy it into an isolated portion of the map
(you'll find it easiest to build your DESTRUCTO area in a
large box, and then copy it over to the new area of the map).
So in a nutshell, you need to create an exact copy of the
area that you want to destoy. The original version will be
your "unblowed up" version, while the copy will consist of
your "blowed up" version. At the time of destruction, the
engine will almost instantaneously swap out the "unblowed up"
version and replace it with the "blowed up" version.
Confusin' ain't it? Just wait till ya try to build it!
Okay, so here are the particulars of this effect. From now
on, we'll be referrin' to the "unblowed up" areas as the
PARENT SECTORS, and the "blowed up" areas as the CHILD
SECTORS. Now ya'll might think that parents and childs are
interchangeable, but trust me, if'n ya mix these up, you'll
really screw up everything.
PARTICULARS:
All parent sectors require two sprites. They are:
EXPLOSION Sprite (tile#63)
DESTRUCTO Sprite (tile#36)
You need to place an EXPLOSION Sprite in every single
sector involved in the destruction (in both PARENT
and CHILD areas of the effect). All EXPLOSION sprites
need a Lo Tag and a Hi Tag. Now, this part gets a bit
complicated, so we're gonna break it down a bit.
Hi Tag: Must start at 100 and progress sequentially.
If you're only going to create a single
DESTRUCTO area, then I'm wastin' my time
even tellin' you 'bout this. But, if you're
one of them over-achiever types, and wanna
make a whole bunch of DESTRUCTO areas, then
you'll need to follows a few complicated
rules. Let's just say that you wanna create
two seperate DESTRUCTO regions, and each
region consists of two sectors each. Okay, so
starting with region one, you'll place
EXPLOSION sprites in each sector of the
PARENT and CHILD areas, and give them all a
Hi Tag of 100. For DESTRUCTO region 2, you'll
give all EXPLOSION sprites involved a Hi Tag
of 101 (and if you make even more DESTRUCTO
areas, then you'll just keep on numberin'
sequentially from there).
Lo Tag: This is used to LINK the corresponding
PARENT and CHILD sectors together (in other
words, when all hell breaks loose, the engine
will look at the EXPLOSION sprite in the
PARENT area, and find the matching CHILD
sector that it is linked to, and then switch
'em). The Lo Tags for this effect begin at
100, and progress sequentially. Only _two_
EXPLOSION Sprites can share the same Lo Tag
numbers. Therefor, if you have multiple
DESTRUCTO areas, the Lo Tags of the EXPLOSION
sprites must always begin where the prior
DESTRUCTIO region left off (i.e., if you
stopped at 104 in DESTRUCTO area 1, then
you'd begin numbering at 105 in area 2).
So you still followin this? Not too
complicated, eh? Well, that's 'cause we
ain't finished yet! There's still LOTS more
to this here effect, but that's the price you
gotta pay for blowin' shit up. Okay, so
let's move on and try to figger out the rest
of this.
The next step in the DESTRUCTO effect is to
add DESTRUCTO Sprites (tile#36) to all PARENT
sectors involved in the effect (the CHILDS
were bad, so they don't git none!). Although
these sprites are invisible to the player,
they remain in the playing field and will
take damage from weapons and other deevices
of destruction. When these poor little things
have had enough, they'll trigger the effect
and KA-BOOM! You got yer destruction.
HEY!!! WHERE YA GOIN'! WE AIN'T DONE YET!!!
Don't go thinkin' you're all ready to make a
DESTRUCTO area just yet, 'cause we got another
little wrinkle to through in here and
complicate things even more for ya.
Now, if you just toss in a nakid DESTRUCTO
sprite, you have in effect made a trigger for
your DESTRUCTO region. You can have multiple
triggers if that's your fancy, and you can
even have more than one trigger per sector
(see how flexible we is?). But wiff all this
freedom, you need to also maintain a little
restraint. Take fer instance the Downtown
Hickston gas station; both gas pumps have
numerous triggers around them so that they is
easily blowed up, and bring joy to everyone
who sees this. But how much sense would this
make if you shot the Cola machine and blowed
up the whole station? See the problem we face
here ('cause every PARENT _MUST_ have a
DESTRUCTO sprite in it)? Well, don't get yer
panties in a bunch, 'cause we've already
faced and solved this problem. If'n you
DON'T want a DESTRUCTO sprite to trigger the
ultimate destruction, simply give the sprite
a palette of 30. This will keep that baby
dormant should it accidentally git hit by
somethin' (don't worry, when an active
trigger get's hit, it'll then do it's job
like just like we promised).
By the way, in case it hasn't become clear to
you after readin' all this crap, you need to
design your CHILD areas to look the way you
want them to after the PARENT areas git
blowed up (to clarify: PARENT= Hickston Gas
Station before gettin' blowed up,
CHILD= Hickston Gas Station after gettin'
blowed up...get the picture?).
If you feel that this effect is too
complicated to use, then we don't recommend
usin' it. See, our programmer fella spent a
good deal of time codin' this here
contraption, so we felt obliged to put it to
good use. But if'n ya insist on goin' ahead
with this effect and ya still can't figure it
out, we can only recommend pullin' up
Downtown Hickston and the Ruins levels, and
try to recreate what we did there. Good luck
to ya!
(N) IN THE EXAMPLE MAP (GD_BOOM) I MADE TWO ROOMS. ONE
CONTAINS A RAISED SECTOR THAT HAS FOUR SECTORS INSIDE IT:
ONE IN EACH CORNER. I PLACED THE EXPLOSION AND DESTRUCTO
SPRITES IN EACH SECTOR. EACH EXPLOSION SPRITE HAS A LOATG
OF 100. SINCE THERE IS ONLY ONE EXPLOSION SPRITE IN EACH
SECTOR, THE LOTAGS ARE THE SAME. IF YOU PUT MORE THAN ONE
EXPLOSION SPRITE IN A SECTOR, THE LOTAGS MUST INCREMENT BY 1.
THE SECOND ROOM HAS THE SECTOR THAT WILL BE THE END RESULT
OF THE EXPLOSION. IT IS THE SAME EXCEPT FOR TEXTURE, AND
THE CENTER SECTOR HAS BEEN LOWERED TO BE EVEN WITH THE FLOOR.
NOTE HERE THAT YOU MUST PUT THE END RESULT TEXTURE ON THE
CEILING OF THE END RESULT SECTOR, OR THE CEILING WILL BE
MESSED UP. THE END RESULT SECTORS GET ONLY THE EXPLOSION
SPRITES.-NEWC
3D GEOMETRY EFFECT (Fake, of course):
Okay, first of all, you need to understand that this ain't no
real 3D geometry like in that there Quack game. But damnit,
if it LOOKS 3D, and ACTS 3D, what the hell do you care? The
way this here gizmo works is by renderin' the scene more than
once. Fer instance, let's say ya'll wanna make a 3D table.
The PARENT sector would consist of the table's legs, then
we'd add a CHILD sector that would display nuthin' but the
top of the table, and then one more CHILD to display the
bottom and the sides of the table. When playin' the game,
the engine will basically teleport the player through all
three areas so quickly that the table's three seperate pieces
will all mesh together and appear to be one solid structure
to the player. It's a bit complicated (did you think it
wouldn't be?), and we'll cover it in greater detail, but for
the time being just understand that each 3D area will consist
of three seperate pieces.
PARTICULARS:
Sticking with the table example, create a square room
and decide where you wish to place your table. Once
you've chosen a spot, build a square sector for your
table, and then inside of that create four smaller
square sectors that will serve as the table's legs.
Raise the table legs to the desired height (but leave
the outer square level with the floor, and give it the
same texture as the surrounding floor). Now, Shade and
texture your room to your liking. This room will serve
as the PARENT sector.
Once you've completed the PARENT, you need to add the
special 3D Geometry Sprites (tile#19). These sprites
need to placed into EVERY sector of the PARENT that the
player can walk into OR see the 3D Geometry (i.e., the
table) from. The first sprite that you place needs to
be assigned a Lo Tag of 100, with every subsequent
sprite getting the next highest number
(i.e., 101, 102, 103, etc.).
After you've placed all of the 3D Geometry Sprites and
given them proper Lo Tags, select and copy the ENTIRE
area to a new location of the map. This new location
will be CHILD1. Once you've created CHILD1, repeat this
process to create a second CHILD sector (known as
CHILD2, obviously).
Now that we have a PARENT and two CHILD sectors, we need
to go back to the PARENT area and give EVERY sector
(that the player can walk in and SEE the table from) a
Lo Tag of 848 (including the table sectors).
It's now time to move on to CHILD1. Each sprite in
CHILD1 gets a Hi Tag of 1 (this tells the engine that
these sectors are part of the first CHILD area).
Additionally, you must raise the table top (the sector
around the legs) to the appropriate height. Now give
every surface in the room (EXCEPT the table top) a
textures of Tile#0 (ugly yellow texture). For the table
top itself, give it the texture of your choice (BTW,
Tile#0 will NOT be drawn by the engine).
Moving on to CHILD2, give all of the 3D Geometry sprites
a Hi Tag of 2 (to indicate that it's the second CHILD
area). Now lower the ceiling of the table area to the
appropriate height of the bottom of the table. Once
again, give every suface (EXCEPT the bottom and sides
of the table) a texture of Tile#0. Be sure that all
sprite Lo Tags match their corresponding sprites in all
three areas. Additionally, the sprites must be in the
same relative position in all three areas, otherwise
you will experience bizarre display problems.
The last thing that you'll need to do is revisit the
PARENT sector and insert Ladder Wood Sprites (Tile#3587)
in order to give the table "solidity." Place the
sprites relative to the floor, and in the position where
the table top and bottoms will be. These sprites can
be stretched to match the contour of the table.
Remember to set the blocking bit on these sprites
("B" key in 2D mode) so that they will effectively block
the player from passing through the table.
And that's it! Just like lookin' up a hog's butt for a
ham sammitch! By the way, don't try to use this effect
in very large and open areas. It's a real frame rate
killer!!
(N) THERE IS NO EXAMPLE MAP FOR THIS. IF YOU WANT TO SEE IT,
GO TO E2L6 MAP AND GO TO THE FAR RIGHT SIDE IN 2D MODE. YOU
WILL SEE A SECTOR THAT CONTAINS A BIG DRILLING MACHINE WITH
THE LADDERWOOD SPRITES (MENTIONED ABOVE IN THE CLIMBING
SECTION). THIS IS THE PARENT SECTOR. TO SEE THE CHILD SECTORS
YOU MUST ZOOM OUT IN 2D MODE AND USE THE RIGHT MOUSE KEY TO
JUMP TO THE FAR BOTTOM RIGHT SIDE OF THE GRAY AREA. I SAW NO
DIFFERENCE BETWEEN USING THIS AND NOT USING IT.-NEWC
----------------------------------THIS BE DONE--------------------------------