What is CONfetti |
1.1 |
CONfetti is a supplementary CON file for use with
EDuke32 and the Polymer rendering engine, it's purpose is to give mappers
more control over the Polymer lights (SE49 and SE50) that they might place
in their maps. It is intended to be distributed with maps and is easy to set
up. Table of Contents |
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Changelog |
The following is a list of changes made in each version of CONfetti;
Version 1.1
Version 1.1
Version 1.0
Version 0.9 (Never Publicly Released)
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Setting Up |
There are several ways to set up CONfetti, the simplest way is to setup CONfetti for use with a MOD Directory, follow the instructions below;
If you did everything correctly, EDuke32 will start up and you should be able to select CONTROL.MAP from the USER MAP list. If everything works, the light will be off in the room in which you start, if flicking the switch turns the light on you're ready to start making use of it yourself, but you may as well go and check out the other effects first.
You can also bundle CONfetti in a ZIP file and EDuke32 should automatically load it when pointed to the .ZIP, unless you rename the file. |
Using Effects |
CONfetti offers several effects for both SE49 and SE50. The effects only work within EDuke32, SE49 and SE50 lights will always appear to be ON in Mapster32 - which is useful. They will also appear at full brightness for a split second after the map loads up.
Regular SE49 Normal SE49 sprites - as in, how they were before you installed this mod - require that the angle of the SE49 is greater than 129, otherwise they might not appear in-game. This is due to there being almost nothing left over with which to link SE49's to anything. To avoid future compatibility problems if you update the CONfetti version you are using, you should use a value of at least 192 as numbers above this are unlikely to be occupied by anything.
Regular SE50 Normal SE50 sprites - as in, how they were before you installed this mod - require that the xrepeat of the SE50 is less than 65, otherwise they might not appear in-game. This is due to there being, umm, nothing left over with which to link SE50's to anything else.
Switched SE49 This type of SE49 is controlled by a light switch (or other simple on/off type sector lighting) and will light up smoothly when the lights come on in the sector you place it in.
When the sector lighting is turned on, the floor will become brighter. When the floor does become brighter the SE49 will also light up with it, however, the SE49 will always appear to be ON in Mapster32 so you will have to launch EDuke32 to test your light.
Brightness Controlled SE49 These are designed for flickering lights, pulsating lights and should be used for breakable lights too, however, if these are controlled by a switch you may notice this light doesn't have the same smooth startup as the previous effect.
Due to the internal workings of this effect, you might have to set the SE49 Hitag slightly higher than you usually would, the reason being that there are 32 stages of brightness (HITAG/32), but the SE can only use the range that the sector lighting effect has. So if the sector has a shade of 8 when off and 4 when on, a HITAG of 4096 would only get to 512 in such a scenario; (4096/32)*4=512 but you can compensate by figuring out how many stages your light will have and dividing your desired hitag by that number 4094/4=1024 and multiply that by 32; 1024*32=32768. If everything went according to plan, the light should follow the brightness of the sector in little increments.
Flickering SE49 Unlike the above effect, this one does not require sector lighting. It will flicker rather erratically and there is no way to stop it.
You can put this type of light wherever you want as it is insensitive to anything going on in the sector in which it lives.
Switch Controlled SE50 This type of SE50 is controlled by a light switch (or other simple on/off type sector lighting) and will light up smoothly when the lights come on in the sector you place it in. Unlike SE49, the angle is used which made this one hard to figure out.
Assuming you did it right, the light will switch on if the sector floor becomes brighter than the value set in the xrepeat.
Brightness Controlled SE50 These are designed for flickering lights, pulsating lights and should be used for breakable lights too, however, if these are controlled by a switch you may notice this light doesn't have the same smooth startup as the previous effect.
Due to the internal workings of this effect, you might have to set the SE50 Hitag slightly higher than you usually would, the reason being that there are 32 stages of brightness (HITAG/32), but the SE can only use the range that the sector lighting effect has. So if the sector has a shade of 8 when off and 4 when on, a HITAG of 4096 would only get to 512 in such a scenario; (4096/32)*4=512 but you can compensate by figuring out how many stages your light will have and dividing your desired hitag by that number 4094/4=1024 and multiply that by 32; 1024*32=32768. If everything went according to plan, the light should follow the brightness of the sector in little increments.
Rotating and Tilting SE50 This effect spins the light around whilst angling it up and down (a bit like the ones at that rave you went to but don't remember).
The above description sums this one up.
Widening SE50 This SE50 gets wider and narrower at a speed you select, I'm stumped as to what you could use it for, but it's there.
Maybe useful for somebody, you can offset them by fiddling with the sprites shade value but this is only apparent if there is more than one around (bye-bye frame rate!)
Tilting SE50 An SE50 that looks up and down at a speed you select.
I can immagine these outside a theatre in 1920's New York... If only there was a visible beam of light. They can be offset by adjusting the sprite's extra value.
Rotating SE50 Woo-woo-woo, just like the lights of emergency vehicles... at least, if you make them blue and spin them fast enough.
You can probably use these with the Tile 0551 at a speed around 184.
Flickering SE50 This one is not controlled by the sector and flickers erratically.
This one might eat frame rate if you over-use it.
Hopefully more to follow... |
Distributing your map |
I, Paul Monteray, the author of CONfetti, give you full permission to freely distribute the CON file with your maps or mods, you can package it as you wish (directory as instructed or in a ZIP folder or GRP file), include it from another CON file in a mod or episode and you may modify the CON file. There are a few small things I ask in return if you use or modify CONfetti;
You may also freely distribute the CONfetti package as you downloaded it, this includes hosting it on websites. |
Contact and Summary |
If you want to report a bug, make sure you can reproduce it and get in touch with instructions for how to cause it. If you have any suggested features, not neccesarily lighting related, I'll consider implementing them so long as no new art, sounds or resources other than the CON file are required and that they don't drastically alter the game, things like rain code might be feasible.
To find me, try these locations;
For future versions of CONfetti, try these links;
CONfetti, it's documentation and associated test map are Copyright © Paul "High Treason" Monteray 2013 |