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Post by Mystery on Nov 8, 2024 0:54:36 GMT -5
Quick question, maybe not a quick answer.
These are the ones I'm aware of: Alt+G > God Mode K > Noclip (hold the key) R > Radar (mash the key) J > Jump (hold) And there are some weird inputs like T or ; that hold you in the air after a jump. Maybe more that I'm not aware of.
The jumping can be semi-disabled by using roofed areas (iirc) but I'm wondering if there is a way to disable these somehow?
I'm guessing there might be a way to modify the game files in some way to maybe set the key to some ascii character that's not on the keyboard or just turn them off completely.
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Post by lgb3d on Nov 8, 2024 1:09:23 GMT -5
Yeah for my game I want to get rid of R button.. I want to use that part of the screen for something else..
but the T is very interesting I do not remember that Key or function With the MS-Doss version I used as a kid. For me the letter t Pauses the player's position No matter You are or what action you are in..
In theaters text there are level Attribute values That can be added So that you still could have a ceiling and the ability to jump Karma and I don't remember right but I think you can disable jumping And still have a ceiling or no ceiling.. Through a combination of numbers The level attribute in theater text Period my game utilizes a lot of jumping So I don't desire to turn it off but I believe I read somewhere a number that gives that function.
Cool Discovery I made With jumping. if you make inventory object that displays VGA image. Before you pick it up hold the J button make sure you are all the way crouch, then pick up image. While the image is on screen You can release the J button.. then press And hold the arrow of the direction you want to move either forward or backward.. Press and turn to remove VGA image from screen.. You are gonna jump twice as high As normal And maybe one quarter the distance Horizontal.. The default jump is pretty good but what I noticed is you can get some super long range jumps But If something's 300 units high One out of 100 times you might be able to bounce yourself off a wall Knock through the corner of the object And land on top of a 300 unit Platform.. This jump That I'm describing It's gonna take you About 600 units or more high From Whatever elevation the player Was When picking up VGA..
So that doesn't directly apply To this thread but definitely a very interesting Way of entering commands at a place in the game that gets A bizarre output from the engine.
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Post by Mystery on Nov 8, 2024 1:25:13 GMT -5
Yes the "R" button is a concern for me as well. Looks like we both have something planned where the momentary radar popup would screw up the HUD. I mean, the whole radar is borderline useless anyways.
Jumping is really wonky in this engine, so I'd rather have it gone if I don't absolutely need it for a level.
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Post by lgb3d on Nov 8, 2024 1:58:33 GMT -5
Yeah a while back Chris shared a collection of documentation from the programmers Edition it's not complete documentation but I want to say it was in the document titled engine maybe it was one of the others.. it's in a section that talks about theater text, example how to make a level with a graphic floor a graphic ceiling how to make a ceiling with disabling jump. You can have a level with a ceiling and still enable the player to jump through modifying theater text number. So I'd want to believe with or without ceiling there's a number that disables jump I swear I read that but I'm not looking at the document right now
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chris
Junior Member
Posts: 65
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Post by chris on Nov 8, 2024 16:57:04 GMT -5
So yeah as far as I know no easy way to disable keys, but here's a few ideas. Disable Alt+G: You could switch to an older version of PNOCOMP.EXE, this feature wasn't added until one of the later versions. Also possible that K was added at some point too, not sure on that. Of course there are potential drawbacks with this, like whatever bugs were removed or features added by the newest PNOCOMP.EXE will be lost.
J for jump: This can be disabled by setting an attribute bit. You can do this with a fluid file (not recommended), or set it with theaters.txt by adding 256 to the last number on the level's warp point(s). That should disable jumping even if there's no ceiling in the level.
Oh man I remember the ";" key, I used to charge up a jump, then hold that button, then let go of both at the same time and the player will go flying like 3 stories up, it's fun. No idea what it's doing exactly, I guess just pausing the engine.
As for the rest... it's possible you could write a DOS TSR in assembly that captures and blocks the key some sorta way, not sure. I did have success a few months ago writing a TSR that captures keyboard input and sets a universe register to the key you pressed, so that you can do custom things in the game when a certain button is pushed. I'm by no means an assembly guru though lol, that's about all I've managed to get working.
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Post by lgb3d on Nov 8, 2024 18:54:31 GMT -5
Wow ";".. I thought my jump Discovery was cool now I'm going to have to try this.
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Post by Mystery on Nov 9, 2024 0:35:17 GMT -5
I noticed some games didn't have the Alt+G combination. Always thought this was due to the god mode being something the developer could set in the editor, with me being too dumb to find it. So we'd have to experiment with the PNOCOMP versions and see if the games still run. Sounds easy enough. That basically just leaves the custom-hud-destroyer "r"
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chris
Junior Member
Posts: 65
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Post by chris on Nov 9, 2024 9:50:11 GMT -5
Stay tuned, when I get some time I'll compile some findings about all the PNOCOMP files in the wild and that should help you out with some of that if you go that route.
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