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Posted: Sat Dec 16, 2006 3:13 am
I'm having a lot of trouble getting my secret levels to work, meaning... I can't get the secret level exits to work. I notice in the original D1 First Strike hog that the secret levels don't have the \"end of exit tunnel\" box checked and the regular exits do. could this be my problem? I am yet to rebuild my hog with the levels that have the modified secret exit tunnel last cube with the unchecked box.
I used yahoma and hamm to build the hogs and also checked it out with dle-xp. The levels that lead to secret levels are indicated by the level number that corresponds to the secret level. All indicated in dle-xp mission panel and hamm mission builder so I know that everything is set up right, am I missing something?
I have tried everything including research on the net and in this forum to find the answer to this problem. I am really at a dead end with this and I really need help with this. I always try all other avenues before I come here and beg for help but please, anyone with any info or advice on this matter please help.
Posted: Sat Dec 16, 2006 3:30 am
There are DLE-XP Q&A and bug reports thread for this.
Posted: Sun Dec 17, 2006 5:42 am
(excuse me if this is breaking any rules) To the best of my memory it doesn't really matter what you do with those as long as the secret exit door has the right trigger (and it is not the exit one; should be something like \"secret exit\"). End of exit tunnel flags don't affect it.
Posted: Mon Dec 18, 2006 6:48 am
Did you enter the correct secret level information in the mission file? For secret exits, you need to specify the source and the destination level in the msn file:
That should look like this:
num_levels = 3
num_secrets = 1
That means that secret exits in level 2 lead to slevel.rdl.
Posted: Mon Dec 18, 2006 5:12 pm
ok, heh, it took me this long to figure out how to view my MSN file. I just used notepad to open it, probably the wrong way to do it but here is what I see:
name = reetus mission
type = normal
num_levels = 15
num_secrets = 3
date = 12/14/2006
revision = 12/13/2006
author = yes
email = yes
web_site = yes
custom_textures = no
custom_robots = no
custom_music = no
normal = yes
anarchy = no
robo_anarchy = no
coop = no
capture_flag = no
hoard = no
multi_author = no
want_feedback = no
edit: I just tried opening the mission and going to a level with a secret exit, put the cube on the secret exit then went to the \"triggers\" panel. I notice for some reason it won't let me check the \"secret level\" box, it automaticalls slides up to the \"illusion on\" box and checks that one?
Posted: Mon Dec 18, 2006 8:14 pm
Are you using the latest DLE-XP version? If yes, then that's a bug.
Edit: Looks like illusion on and secret exit are swapped.
Posted: Mon Dec 18, 2006 9:06 pm
I am using 1.5.51
Posted: Tue Dec 19, 2006 8:51 am
Current version is 1.5.53. I have fixed the exchanged trigger check box bug. Try that one.
Posted: Tue Dec 19, 2006 1:24 pm
It still doesn't work, I opened the mission and went to the level with the secret exit. I highlight the cube with the secret exit and check the \"secret exit\" box on the triggers panel. I click save and then try playing the level but when I get to the secret exit nothing happens. I re-open the hog in dle-xp and go back to the cube, highlight the door and check on the triggers panel and the box is no longer checked.Am I setting it up wrong or going about it wrong? This is a D1 mission.
Posted: Wed Dec 20, 2006 3:01 am
I will check.
Edit: Fixed, get v1.5.54.
Posted: Wed Dec 20, 2006 2:58 pm
Posted: Wed Jan 09, 2008 10:55 am
Does it work like this in D2? Cause the mn2 reads
name = Descent 2: Counterstrike!
type = normal
num_levels = 24
num_secrets = 6
Which would mean that Secret Level 1 is reached from level 1 which is incorrect as are the other entries.
Posted: Wed Jan 09, 2008 3:42 pm
Moon - not sure whether it handles it in precisely the same way in D1, but the D2 .mn2 file is backward-compatible at least.
What's happening there is that the number specified pertains to the first level the secret level could be reachable from; secret exits in all levels from then until the point the secret level is replaced will go to that level.
So what you're really seeing is SL1 = 1-4, SL2 = 5-8, SL3 = 9-12, SL4 = 13-16, SL5 = 17-20, SL6 = 21-24.
Posted: Thu Jan 10, 2008 1:54 am
Makes sense. However, I always thought there was more to it in the levels itself. Imagine I've played through the game and start a new run on level 3 entering secret level 1. Now when I return through the teleport without destroying the reactor how does the game know I didn't arrive from level 4? Silly question, I know...
Posted: Fri Jan 11, 2008 1:03 am
I'd imagine it's just kept as part of the game data... if you're in a secret level, it keeps track of the normal level; if you're in a normal level, it keeps track (with the mn2's help) of what the corresponding secret level should be.
Posted: Fri Jan 11, 2008 12:00 pm
As far as a know, D2 stores automatically a special savegame named secret.sgc...
I think that the level you came from data and all secret level data is stored there (since you can't manually save on a secret level)