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	<id>https://wiki.eduke32.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BlasterDRP</id>
	<title>EDukeWiki - User contributions [en]</title>
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	<updated>2026-04-30T15:27:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Building_EDuke32_on_Linux&amp;diff=8427</id>
		<title>Building EDuke32 on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Building_EDuke32_on_Linux&amp;diff=8427"/>
		<updated>2009-09-12T23:49:52Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: /* Running with HRP Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Compiling From Source =&lt;br /&gt;
==Installation Notes==&lt;br /&gt;
* You need an actual copy of Duke Nukem 3D. The shareware vesion can be found here. [http://www.3drealms.com/duke3d/]&lt;br /&gt;
* Proper 3d acceleration drivers. NVIDIA has classically had the best linux drivers. Ubuntu/Debian can use &amp;lt;code&amp;gt;envyng&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Proper MIDI install. The eduke32 will appear to &amp;quot;randomly&amp;quot; crash without one. Use &amp;lt;code&amp;gt;timidity&amp;lt;/code&amp;gt; for an easy software midi solution.&lt;br /&gt;
&lt;br /&gt;
==Acquire &amp;amp; unzip the source packages==&lt;br /&gt;
You need the eduke32 source source files. Download them to from [http://www.eduke32.com/downloads here]. Once you have download it unzip it. You should have a folder like &amp;quot;eduke32_src_xxxx&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites for the build==&lt;br /&gt;
Linux needs some packages installed before you can properly build.&lt;br /&gt;
* basic dev environment (gcc, make, etc); Ubuntu package build-essential&lt;br /&gt;
* SDL development &amp;amp; runtime files (ubuntu packages libsdl1.2-dev  libsdl-mixer1.2-dev)&lt;br /&gt;
* nasm&lt;br /&gt;
* libstdc++ (part of build-essential)&lt;br /&gt;
* GTK+ 2.0 development &amp;amp; runtime files&lt;br /&gt;
* libvorbis-devel&lt;br /&gt;
&lt;br /&gt;
Note: Ubuntu Terminal Command for full install of Prerequisites &#039;&#039;$ sudo apt-get install build-essential libsdl1.2-dev libsdl-mixer1.2-dev nasm libstdc++6-4.3-dev libgtk2.0-dev&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Build the EDuke32==&lt;br /&gt;
In a terminal window move to the &amp;quot;duke3d&amp;quot; folder and type &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
NOTE: with eduke32_src_20080924 and older gcc versions (&amp;lt; 4.3) remove; &amp;lt;code&amp;gt;-finline-small-functions -fpredictive-commoning&amp;lt;/code&amp;gt; options from &amp;lt;code&amp;gt;debug=&amp;lt;/code&amp;gt; options in &amp;lt;code&amp;gt;eduke32/Makefile&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;build/Makefile&amp;lt;/code&amp;gt;.  Newer source releases do not have this problem.&lt;br /&gt;
&lt;br /&gt;
==Confirm successful compile==&lt;br /&gt;
These files should now be present in the eduke32 directory.&lt;br /&gt;
* mapster32.sym (this file doesn&#039;t seem to be created in newer versions)&lt;br /&gt;
* mapster32 (executable)&lt;br /&gt;
* eduke32.sym (this file doesn&#039;t seem to be created in newer versions)&lt;br /&gt;
* eduke32 (exectuable)&lt;br /&gt;
&lt;br /&gt;
==Use the game files==&lt;br /&gt;
You need to have the original Duke Nukem files and the newly created EDuke32 executables in the same place. So, you could create a new folder (example eduke32_linux) and copy the original game files and the newly created EDuke32 executables there.&lt;br /&gt;
&lt;br /&gt;
==Run the game!==&lt;br /&gt;
To run the game open up a terminal window, move to the proper directory and type:&lt;br /&gt;
&amp;lt;code&amp;gt;./eduke32&amp;lt;/code&amp;gt;.&lt;br /&gt;
To use the new polymer hrp you need to pass the -g command:&lt;br /&gt;
&amp;lt;code&amp;gt;./eduke32 -g /path/to/polymer_hrp.zip&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Installing EDuke32 globally =&lt;br /&gt;
==Why==&lt;br /&gt;
Installing EDuke32 as an application that you could run anywhere brings some useful advantages and is surprisingly easy to do.&lt;br /&gt;
&lt;br /&gt;
EDuke32 will use the directory you are currently in as the directory to work in, as well as ~/.eduke32 (/home/yourname/.eduke32). This means that you could have a directory, copy a Duke Nukem TC (or mod) in there, cd to that directory and run the global EDuke32 binary without having to make even more copies of the same EDuke32 binaries. EDuke32 will adapt to use the GAME/USER.CON files it finds in the CURRENT directory.&lt;br /&gt;
&lt;br /&gt;
==How==&lt;br /&gt;
All you&#039;ll have to do to get EDuke32 to run from anywhere is copy the eduke32 and mapster32 binaries to /usr/local/bin. After doing this, copy the DUKE3D.GRP file to /usr/local/share/games/eduke32 or ~/.eduke32 (it&#039;s hidden, so try to cd to it or show hidden files). After this you&#039;ll be able to run EDuke32 from any directory on your hard disk!&lt;br /&gt;
&lt;br /&gt;
= Notes =&lt;br /&gt;
== Lowercase/Uppercase problems ==&lt;br /&gt;
&amp;lt;!-- &#039;&#039;&#039;Shareware&#039;&#039;&#039;&lt;br /&gt;
If you are using the Shareware files located on the 3D Realms website, after you build and combine all the files into one folder and try to run the game you will get an error about the TABLES.DAT file. To correct the error simply rename the DUKE3D.GRP to all lowercase letter. After that the game should run. This isn&#039;t necessary anymore --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maps with extra resources&#039;&#039;&#039;&lt;br /&gt;
Some maps that include extra resources might have trouble finding these new files (for example, an older version of Duke Plus won&#039;t be able to find Step#.wav and Grate#.wav sounds). The EDuke32 log will output a &amp;quot;file not found&amp;quot; error every time this happens. To fix this, change the names of these files to match the exact case given in EDuke32&#039;s log (for example, GRATE#.wav instead of Grate#.wav).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ART file inconsistency&#039;&#039;&#039;&lt;br /&gt;
While most standard resources are referred to as UPPERCASE by EDuke32 (for example, GAME.CON), ART files are not as consistent and should be renamed to lowercase if you want to use custom art (tiles014.art instead of TILES014.ART).&lt;br /&gt;
&lt;br /&gt;
== Running with HRP Notes ==&lt;br /&gt;
If you want to run Polymer with the HRP you will need to provide the path to polymer_hrp.zip (even if its installed globally):&lt;br /&gt;
&amp;lt;code&amp;gt;eduke32 -g /path/to/polymer_hrp.zip&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Running EDuke32 with an ATI card is slow for some reason. Even though most ATI cards are supported in Linux nowadays.&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User:BlasterDRP&amp;diff=8235</id>
		<title>User:BlasterDRP</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User:BlasterDRP&amp;diff=8235"/>
		<updated>2009-05-16T19:49:47Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Background==&lt;br /&gt;
&lt;br /&gt;
Alan, now known by the alias &#039;&#039;&#039;FreeFrag&#039;&#039;&#039;, is the leader of the amateur game development group &#039;&#039;&#039;Shallow Grave Software&#039;&#039;&#039;. Despite the amount of time he spent in the community, none of his works were ever completed and released, citing ambitious aims for his projects, hardware complications, and lack of support from the community as reasons for a lack of progress.&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Event_list&amp;diff=7685</id>
		<title>Event list</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Event_list&amp;diff=7685"/>
		<updated>2009-02-13T23:52:31Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EDuke32 Intro}}&lt;br /&gt;
&lt;br /&gt;
This is a list of every event in the current release of EDuke32.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border-right: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
*[[EVENT_AIMDOWN]]&lt;br /&gt;
*[[EVENT_AIMUP]]&lt;br /&gt;
*[[EVENT_ANIMATESPRITES]][1]&lt;br /&gt;
*[[EVENT_CHANGEWEAPON]]&lt;br /&gt;
*[[EVENT_CHEATGETBOOT]][1]&lt;br /&gt;
*[[EVENT_CHEATGETFIRSTAID]][1]&lt;br /&gt;
*[[EVENT_CHEATGETHEAT]][1]&lt;br /&gt;
*[[EVENT_CHEATGETHOLODUKE]][1]&lt;br /&gt;
*[[EVENT_CHEATGETJETPACK]][1]&lt;br /&gt;
*[[EVENT_CHEATGETSCUBA]][1]&lt;br /&gt;
*[[EVENT_CHEATGETSHIELD]][1]&lt;br /&gt;
*[[EVENT_CHEATGETSTEROIDS]][1]&lt;br /&gt;
*[[EVENT_CROUCH]]&lt;br /&gt;
*[[EVENT_DISPLAYBONUSSCREEN]][1]&lt;br /&gt;
*[[EVENT_DISPLAYCROSSHAIR]][1]&lt;br /&gt;
*[[EVENT_DISPLAYLOADINGSCREEN]][1]&lt;br /&gt;
*[[EVENT_DISPLAYMENU]][1]&lt;br /&gt;
*[[EVENT_DISPLAYMENUREST]][1]&lt;br /&gt;
*[[EVENT_DISPLAYREST]][1]&lt;br /&gt;
*[[EVENT_DISPLAYROOMS]][1]&lt;br /&gt;
*[[EVENT_DISPLAYSBAR]][1]&lt;br /&gt;
*[[EVENT_DISPLAYWEAPON]][1]&lt;br /&gt;
*[[EVENT_DOFIRE]]&lt;br /&gt;
*[[EVENT_DRAWWEAPON]][1]&lt;br /&gt;
*[[EVENT_EGS]]&lt;br /&gt;
*[[EVENT_ENTERLEVEL]][1]&lt;br /&gt;
*[[EVENT_FAKEDOMOVETHINGS]][1]&lt;br /&gt;
*[[EVENT_FIRE]]&lt;br /&gt;
*[[EVENT_FIREWEAPON]]&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border-right: none; border-left: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
*[[EVENT_GAME]]&lt;br /&gt;
*[[EVENT_GETAUTOAIMANGLE]]&lt;br /&gt;
*[[EVENT_GETLOADTILE]][1]&lt;br /&gt;
*[[EVENT_GETMENUTILE]][1]&lt;br /&gt;
*[[EVENT_GETSHOTRANGE]]&lt;br /&gt;
*[[EVENT_HOLODUKEOFF]]&lt;br /&gt;
*[[EVENT_HOLODUKEON]]&lt;br /&gt;
*[[EVENT_HOLSTER]]&lt;br /&gt;
*[[EVENT_INCURDAMAGE]]&lt;br /&gt;
*[[EVENT_INIT]][1]&lt;br /&gt;
*[[EVENT_INVENTORY]]&lt;br /&gt;
*[[EVENT_INVENTORYLEFT]]&lt;br /&gt;
*[[EVENT_INVENTORYRIGHT]]&lt;br /&gt;
*[[EVENT_JUMP]]&lt;br /&gt;
*[[EVENT_KILLIT]]&lt;br /&gt;
*[[EVENT_LOADACTOR]]&lt;br /&gt;
*[[EVENT_LOGO]]&lt;br /&gt;
*[[EVENT_LOOKDOWN]]&lt;br /&gt;
*[[EVENT_LOOKLEFT]]&lt;br /&gt;
*[[EVENT_LOOKRIGHT]]&lt;br /&gt;
*[[EVENT_LOOKUP]]&lt;br /&gt;
*[[EVENT_MOVEBACKWARD]]&lt;br /&gt;
*[[EVENT_MOVEFORWARD]]&lt;br /&gt;
*[[EVENT_NEWGAME]]&lt;br /&gt;
*[[EVENT_NEXTWEAPON]]&lt;br /&gt;
*[[EVENT_PRESSEDFIRE]]&lt;br /&gt;
*[[EVENT_PREVIOUSWEAPON]]&lt;br /&gt;
*[[EVENT_PROCESSINPUT]]&lt;br /&gt;
*[[EVENT_QUICKKICK]]&lt;br /&gt;
*[[EVENT_RESETINVENTORY]]&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border-left: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
*[[EVENT_RESETPLAYER]]&lt;br /&gt;
*[[EVENT_RESETWEAPONS]]&lt;br /&gt;
*[[EVENT_RETURNTOCENTER]]&lt;br /&gt;
*[[EVENT_SELECTWEAPON]]&lt;br /&gt;
*[[EVENT_SOARDOWN]]&lt;br /&gt;
*[[EVENT_SOARUP]]&lt;br /&gt;
*[[EVENT_SPAWN]]&lt;br /&gt;
*[[EVENT_STRAFELEFT]]&lt;br /&gt;
*[[EVENT_STRAFERIGHT]]&lt;br /&gt;
*[[EVENT_SWIMDOWN]]&lt;br /&gt;
*[[EVENT_SWIMUP]]&lt;br /&gt;
*[[EVENT_TURNAROUND]]&lt;br /&gt;
*[[EVENT_TURNLEFT]]&lt;br /&gt;
*[[EVENT_TURNRIGHT]]&lt;br /&gt;
*[[EVENT_USE]]&lt;br /&gt;
*[[EVENT_USEJETPACK]]&lt;br /&gt;
*[[EVENT_USEMEDKIT]]&lt;br /&gt;
*[[EVENT_USENIGHTVISION]]&lt;br /&gt;
*[[EVENT_USESTEROIDS]]&lt;br /&gt;
*[[EVENT_WEAPKEY1]]&lt;br /&gt;
*[[EVENT_WEAPKEY10]]&lt;br /&gt;
*[[EVENT_WEAPKEY2]]&lt;br /&gt;
*[[EVENT_WEAPKEY3]]&lt;br /&gt;
*[[EVENT_WEAPKEY4]]&lt;br /&gt;
*[[EVENT_WEAPKEY5]]&lt;br /&gt;
*[[EVENT_WEAPKEY6]]&lt;br /&gt;
*[[EVENT_WEAPKEY7]]&lt;br /&gt;
*[[EVENT_WEAPKEY8]]&lt;br /&gt;
*[[EVENT_WEAPKEY9]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[1] [[unsynchronized events|Unsynchronized events]]&lt;br /&gt;
&lt;br /&gt;
All [[events]] are accessed using the [[onevent]] command.&lt;br /&gt;
&lt;br /&gt;
[[Category:Event manipulation]]&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Building_EDuke32_on_Windows&amp;diff=7683</id>
		<title>Building EDuke32 on Windows</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Building_EDuke32_on_Windows&amp;diff=7683"/>
		<updated>2009-02-13T20:29:05Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: /* Building on Windows with MinGW/GNU Make */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Building on Windows with Microsoft Visual C++==&lt;br /&gt;
&lt;br /&gt;
note: this was what worked for me, there are probablly better ways. If you want to document them go right ahead --plugwash.&lt;br /&gt;
&lt;br /&gt;
get visual c++ express edition from http://www.microsoft.com/express/download/ and install it. The paths in theese instructions assume it is installed in the default location.&lt;br /&gt;
&lt;br /&gt;
unfortunately ml.exe is missing from the express edition, lukilly there is a copy in the freely downloadable windows server 2003 ddk which can be obtained from http://www.microsoft.com/whdc/devtools/ddk/default.mspx . Install this and copy ml.exe to your visual studio bin directory&lt;br /&gt;
&lt;br /&gt;
windows.h, windef.h, winnt.h,basetsd.h,guiddef.h, pshpack4.h, pshpack1.h, pshpack2.h, pshpack4.h, pshpack8.h, poppack.h, winbase.h, winerror.h, wingdi.h, winuser.h, tvout.h, winnls.h, wincon.h, winver.h, winreg.h, winnetwk.h, winsvc.h, mcx.h, imm.h, shlobj.h, ole2.h, objbase.h, rpc.h, rpcdce.h, rpcdcep.h, rpcnsi.h, rpcnterr.h, rpcasync.h, rpcndr.h, rpcnsip.h, wtypes.h, unknwn.h, cguid.h, urlmon.h, oleidl.h, servprov.h, msxml.h , oaidl.h, propidl.h, oleauto.h, prsht.h, commctrl.h, shlguid.h, isguids.h, exdisp.h, ocidl.h, docobj.h, shldisp.h, specstrings.h, winsock2.h, qos.h, ws2tcpip.h, ddraw.h, dinput.h, windowsx.h, shellapi.h, winresrc.h, winuser.rh, commctrl.rh, dde.rh, winnt.rh, dlgs.h, mmsystem.h, dsound.h, d3dtypes.h, user32.lib, gdi32.lib, shell32.lib, dxguid.lib, winmm.lib, wsock32.lib, commctl32.lib, glu32.lib, uuid.lib, cderr.h, dde.h, ddeml.h, lzexpand.h, nb30.h, winperf.h, winsock.h, wincrypt.h, winscard.h, winioctl.h, winsmcard.h, commdlg.h and the whole gl include directory also seem to be missing, again theese can be obtained from the windows server 2003 ddk. With the exception of cderr.h, ddeml.h, winperf.h and lzexpand.h which I got from the wnet directory and a few files that were only found in a generic crt directory in the ddk I used the win2K versions from that ddk.&lt;br /&gt;
&lt;br /&gt;
I had to modify ws2tcpip.h to add the following typedef just before the final #ENDIF&lt;br /&gt;
&lt;br /&gt;
typedef int socklen_t; &lt;br /&gt;
&lt;br /&gt;
This was fixed in the &amp;quot;winxp&amp;quot; version of that file included with the ddk but trying to use the winxp version resulted in a demand for another header that I could not meet with bits from the ddk.&lt;br /&gt;
&lt;br /&gt;
I also had to modify windows.h to not include winpref.h which I didn&#039;t have&lt;br /&gt;
&lt;br /&gt;
download http://www.vorbis.com/files/1.0.1/windows/OggVorbis-win32sdk-1.0.1.zip and extracted it (I extracted it in c:\ and work on that assumption in theese instructions)&lt;br /&gt;
&lt;br /&gt;
download http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip and run the installer inside (I installed it in the default location and work on that assumption in theese instructions)&lt;br /&gt;
&lt;br /&gt;
start the visual studio 2005 command prompt&lt;br /&gt;
&lt;br /&gt;
clean up some environment variables that the vs command prompt forgets to clean, add the include paths for vorbis and openal to the include file path and add the path for the vorbis libs to the library path&lt;br /&gt;
&lt;br /&gt;
 PATH=C:\Program Files\Microsoft Visual Studio 8\Common7\IDE;C:\Program Files\Microsoft Visual Studio 8\VC\BIN;C:\Program Files\Microsoft Visual Studio 8\Common7\Tools;C:\Program Files\Microsoft Visual Studio 8\SDK\v2.0\bin;C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727;C:\Program Files\Microsoft Visual Studio 8\VC\VCPackages;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem&lt;br /&gt;
 set INCLUDE=C:\Program Files\Microsoft Visual Studio 8\VC\INCLUDE;C:\oggvorbis-win32sdk-1.0.1\include;C:\Program Files\OpenAL 1.1 SDK\include;AL\include&lt;br /&gt;
 set LIB=C:\Program Files\Microsoft Visual Studio 8\VC\LIB;C:\Program Files\Microsoft Visual Studio 8\SDK\v2.0\lib;C:\oggvorbis-win32sdk-1.0.1\lib&lt;br /&gt;
change to the build subdirectory of your eduke32 tree and run&lt;br /&gt;
 nmake -f Makefile.msvc&lt;br /&gt;
 cd ..\&lt;br /&gt;
 nmake -f Makefile.msvc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Building on Windows with MinGW/GNU Make==&lt;br /&gt;
&lt;br /&gt;
To compile EDuke32 on Windows, you will need to install the following:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DirectX SDK&#039;&#039;&#039; - [http://alleg.sourceforge.net/files/dx70_mgw.zip Light Version] (242 KB) or [http://www.microsoft.com/downloads/details.aspx?FamilyId=5493F76A-6D37-478D-BA17-28B1CCA4865A Full Version], updated November 2008 (483.2 MB)&lt;br /&gt;
*&#039;&#039;&#039;[http://tdragon.net/recentgcc/ TDM/MinGW]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://downloads.sourceforge.net/mingw/MSYS-1.0.10.exe MSYS]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://www.nasm.us/ NASM]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following must also be installed to your MinGW directory. They must be downloaded [http://sourceforge.net/project/showfiles.php?group_id=2435&amp;amp;package_id=24963 here].&lt;br /&gt;
*bash&lt;br /&gt;
*coreutils&lt;br /&gt;
*make&lt;br /&gt;
*msysCORE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After everything has been installed, a shortcut should be on your desktop titled MSYS. Run the shortcut and run these commands, replacing src-dir with the folder where the EDuke32 source code resides:&lt;br /&gt;
&lt;br /&gt;
 mount c: /c&lt;br /&gt;
 cd /c/src-dir&lt;br /&gt;
 make&lt;br /&gt;
&lt;br /&gt;
This will build the binaries for EDuke32 and Mapster32 to the source directory.&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Building_EDuke32_on_Windows&amp;diff=7682</id>
		<title>Building EDuke32 on Windows</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Building_EDuke32_on_Windows&amp;diff=7682"/>
		<updated>2009-02-13T20:01:21Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: /* Building on Windows with MinGW/GNU Make */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Building on Windows with Microsoft Visual C++==&lt;br /&gt;
&lt;br /&gt;
note: this was what worked for me, there are probablly better ways. If you want to document them go right ahead --plugwash.&lt;br /&gt;
&lt;br /&gt;
get visual c++ express edition from http://www.microsoft.com/express/download/ and install it. The paths in theese instructions assume it is installed in the default location.&lt;br /&gt;
&lt;br /&gt;
unfortunately ml.exe is missing from the express edition, lukilly there is a copy in the freely downloadable windows server 2003 ddk which can be obtained from http://www.microsoft.com/whdc/devtools/ddk/default.mspx . Install this and copy ml.exe to your visual studio bin directory&lt;br /&gt;
&lt;br /&gt;
windows.h, windef.h, winnt.h,basetsd.h,guiddef.h, pshpack4.h, pshpack1.h, pshpack2.h, pshpack4.h, pshpack8.h, poppack.h, winbase.h, winerror.h, wingdi.h, winuser.h, tvout.h, winnls.h, wincon.h, winver.h, winreg.h, winnetwk.h, winsvc.h, mcx.h, imm.h, shlobj.h, ole2.h, objbase.h, rpc.h, rpcdce.h, rpcdcep.h, rpcnsi.h, rpcnterr.h, rpcasync.h, rpcndr.h, rpcnsip.h, wtypes.h, unknwn.h, cguid.h, urlmon.h, oleidl.h, servprov.h, msxml.h , oaidl.h, propidl.h, oleauto.h, prsht.h, commctrl.h, shlguid.h, isguids.h, exdisp.h, ocidl.h, docobj.h, shldisp.h, specstrings.h, winsock2.h, qos.h, ws2tcpip.h, ddraw.h, dinput.h, windowsx.h, shellapi.h, winresrc.h, winuser.rh, commctrl.rh, dde.rh, winnt.rh, dlgs.h, mmsystem.h, dsound.h, d3dtypes.h, user32.lib, gdi32.lib, shell32.lib, dxguid.lib, winmm.lib, wsock32.lib, commctl32.lib, glu32.lib, uuid.lib, cderr.h, dde.h, ddeml.h, lzexpand.h, nb30.h, winperf.h, winsock.h, wincrypt.h, winscard.h, winioctl.h, winsmcard.h, commdlg.h and the whole gl include directory also seem to be missing, again theese can be obtained from the windows server 2003 ddk. With the exception of cderr.h, ddeml.h, winperf.h and lzexpand.h which I got from the wnet directory and a few files that were only found in a generic crt directory in the ddk I used the win2K versions from that ddk.&lt;br /&gt;
&lt;br /&gt;
I had to modify ws2tcpip.h to add the following typedef just before the final #ENDIF&lt;br /&gt;
&lt;br /&gt;
typedef int socklen_t; &lt;br /&gt;
&lt;br /&gt;
This was fixed in the &amp;quot;winxp&amp;quot; version of that file included with the ddk but trying to use the winxp version resulted in a demand for another header that I could not meet with bits from the ddk.&lt;br /&gt;
&lt;br /&gt;
I also had to modify windows.h to not include winpref.h which I didn&#039;t have&lt;br /&gt;
&lt;br /&gt;
download http://www.vorbis.com/files/1.0.1/windows/OggVorbis-win32sdk-1.0.1.zip and extracted it (I extracted it in c:\ and work on that assumption in theese instructions)&lt;br /&gt;
&lt;br /&gt;
download http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip and run the installer inside (I installed it in the default location and work on that assumption in theese instructions)&lt;br /&gt;
&lt;br /&gt;
start the visual studio 2005 command prompt&lt;br /&gt;
&lt;br /&gt;
clean up some environment variables that the vs command prompt forgets to clean, add the include paths for vorbis and openal to the include file path and add the path for the vorbis libs to the library path&lt;br /&gt;
&lt;br /&gt;
 PATH=C:\Program Files\Microsoft Visual Studio 8\Common7\IDE;C:\Program Files\Microsoft Visual Studio 8\VC\BIN;C:\Program Files\Microsoft Visual Studio 8\Common7\Tools;C:\Program Files\Microsoft Visual Studio 8\SDK\v2.0\bin;C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727;C:\Program Files\Microsoft Visual Studio 8\VC\VCPackages;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem&lt;br /&gt;
 set INCLUDE=C:\Program Files\Microsoft Visual Studio 8\VC\INCLUDE;C:\oggvorbis-win32sdk-1.0.1\include;C:\Program Files\OpenAL 1.1 SDK\include;AL\include&lt;br /&gt;
 set LIB=C:\Program Files\Microsoft Visual Studio 8\VC\LIB;C:\Program Files\Microsoft Visual Studio 8\SDK\v2.0\lib;C:\oggvorbis-win32sdk-1.0.1\lib&lt;br /&gt;
change to the build subdirectory of your eduke32 tree and run&lt;br /&gt;
 nmake -f Makefile.msvc&lt;br /&gt;
 cd ..\&lt;br /&gt;
 nmake -f Makefile.msvc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Building on Windows with MinGW/GNU Make==&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
&lt;br /&gt;
To compile EDuke32 on Windows, you will need to install the following:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DirectX SDK&#039;&#039;&#039; - [http://alleg.sourceforge.net/files/dx70_mgw.zip Light Version] (242 KB) or [http://www.microsoft.com/downloads/details.aspx?FamilyId=5493F76A-6D37-478D-BA17-28B1CCA4865A Full Version], updated November 2008 (483.2 MB)&lt;br /&gt;
*&#039;&#039;&#039;[http://tdragon.net/recentgcc/ TDM/MinGW]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://downloads.sourceforge.net/mingw/MSYS-1.0.10.exe MSYS]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://www.nasm.us/ NASM]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following must also be installed to your MinGW directory. They must be downloaded [http://sourceforge.net/project/showfiles.php?group_id=2435&amp;amp;package_id=24963 here].&lt;br /&gt;
*bash&lt;br /&gt;
*coreutils&lt;br /&gt;
*make&lt;br /&gt;
*msysCORE&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
&lt;br /&gt;
After everything has been installed, a shortcut should be on your desktop titled MSYS. Run the shortcut and run these commands, replacing src-dir with the folder where the EDuke32 source code resides:&lt;br /&gt;
&lt;br /&gt;
 mount c: /c&lt;br /&gt;
 cd /c/src-dir&lt;br /&gt;
 make&lt;br /&gt;
&lt;br /&gt;
This will build the binaries for EDuke32 and Mapster32 to the source directory.&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Building_EDuke32_on_Windows&amp;diff=7681</id>
		<title>Building EDuke32 on Windows</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Building_EDuke32_on_Windows&amp;diff=7681"/>
		<updated>2009-02-13T19:58:58Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: /* Building on Windows with GNU Make */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Building on Windows with Microsoft Visual C++==&lt;br /&gt;
&lt;br /&gt;
note: this was what worked for me, there are probablly better ways. If you want to document them go right ahead --plugwash.&lt;br /&gt;
&lt;br /&gt;
get visual c++ express edition from http://www.microsoft.com/express/download/ and install it. The paths in theese instructions assume it is installed in the default location.&lt;br /&gt;
&lt;br /&gt;
unfortunately ml.exe is missing from the express edition, lukilly there is a copy in the freely downloadable windows server 2003 ddk which can be obtained from http://www.microsoft.com/whdc/devtools/ddk/default.mspx . Install this and copy ml.exe to your visual studio bin directory&lt;br /&gt;
&lt;br /&gt;
windows.h, windef.h, winnt.h,basetsd.h,guiddef.h, pshpack4.h, pshpack1.h, pshpack2.h, pshpack4.h, pshpack8.h, poppack.h, winbase.h, winerror.h, wingdi.h, winuser.h, tvout.h, winnls.h, wincon.h, winver.h, winreg.h, winnetwk.h, winsvc.h, mcx.h, imm.h, shlobj.h, ole2.h, objbase.h, rpc.h, rpcdce.h, rpcdcep.h, rpcnsi.h, rpcnterr.h, rpcasync.h, rpcndr.h, rpcnsip.h, wtypes.h, unknwn.h, cguid.h, urlmon.h, oleidl.h, servprov.h, msxml.h , oaidl.h, propidl.h, oleauto.h, prsht.h, commctrl.h, shlguid.h, isguids.h, exdisp.h, ocidl.h, docobj.h, shldisp.h, specstrings.h, winsock2.h, qos.h, ws2tcpip.h, ddraw.h, dinput.h, windowsx.h, shellapi.h, winresrc.h, winuser.rh, commctrl.rh, dde.rh, winnt.rh, dlgs.h, mmsystem.h, dsound.h, d3dtypes.h, user32.lib, gdi32.lib, shell32.lib, dxguid.lib, winmm.lib, wsock32.lib, commctl32.lib, glu32.lib, uuid.lib, cderr.h, dde.h, ddeml.h, lzexpand.h, nb30.h, winperf.h, winsock.h, wincrypt.h, winscard.h, winioctl.h, winsmcard.h, commdlg.h and the whole gl include directory also seem to be missing, again theese can be obtained from the windows server 2003 ddk. With the exception of cderr.h, ddeml.h, winperf.h and lzexpand.h which I got from the wnet directory and a few files that were only found in a generic crt directory in the ddk I used the win2K versions from that ddk.&lt;br /&gt;
&lt;br /&gt;
I had to modify ws2tcpip.h to add the following typedef just before the final #ENDIF&lt;br /&gt;
&lt;br /&gt;
typedef int socklen_t; &lt;br /&gt;
&lt;br /&gt;
This was fixed in the &amp;quot;winxp&amp;quot; version of that file included with the ddk but trying to use the winxp version resulted in a demand for another header that I could not meet with bits from the ddk.&lt;br /&gt;
&lt;br /&gt;
I also had to modify windows.h to not include winpref.h which I didn&#039;t have&lt;br /&gt;
&lt;br /&gt;
download http://www.vorbis.com/files/1.0.1/windows/OggVorbis-win32sdk-1.0.1.zip and extracted it (I extracted it in c:\ and work on that assumption in theese instructions)&lt;br /&gt;
&lt;br /&gt;
download http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip and run the installer inside (I installed it in the default location and work on that assumption in theese instructions)&lt;br /&gt;
&lt;br /&gt;
start the visual studio 2005 command prompt&lt;br /&gt;
&lt;br /&gt;
clean up some environment variables that the vs command prompt forgets to clean, add the include paths for vorbis and openal to the include file path and add the path for the vorbis libs to the library path&lt;br /&gt;
&lt;br /&gt;
 PATH=C:\Program Files\Microsoft Visual Studio 8\Common7\IDE;C:\Program Files\Microsoft Visual Studio 8\VC\BIN;C:\Program Files\Microsoft Visual Studio 8\Common7\Tools;C:\Program Files\Microsoft Visual Studio 8\SDK\v2.0\bin;C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727;C:\Program Files\Microsoft Visual Studio 8\VC\VCPackages;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem&lt;br /&gt;
 set INCLUDE=C:\Program Files\Microsoft Visual Studio 8\VC\INCLUDE;C:\oggvorbis-win32sdk-1.0.1\include;C:\Program Files\OpenAL 1.1 SDK\include;AL\include&lt;br /&gt;
 set LIB=C:\Program Files\Microsoft Visual Studio 8\VC\LIB;C:\Program Files\Microsoft Visual Studio 8\SDK\v2.0\lib;C:\oggvorbis-win32sdk-1.0.1\lib&lt;br /&gt;
change to the build subdirectory of your eduke32 tree and run&lt;br /&gt;
 nmake -f Makefile.msvc&lt;br /&gt;
 cd ..\&lt;br /&gt;
 nmake -f Makefile.msvc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Building on Windows with MinGW/GNU Make==&lt;br /&gt;
&lt;br /&gt;
To compile EDuke32 on Windows, you will need to install the following:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DirectX SDK&#039;&#039;&#039; - [http://alleg.sourceforge.net/files/dx70_mgw.zip Light Version] (242 KB) or [http://www.microsoft.com/downloads/details.aspx?FamilyId=5493F76A-6D37-478D-BA17-28B1CCA4865A Full Version], updated November 2008 (483.2 MB)&lt;br /&gt;
*&#039;&#039;&#039;[http://tdragon.net/recentgcc/ TDM/MinGW]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://downloads.sourceforge.net/mingw/MSYS-1.0.10.exe MSYS]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://www.nasm.us/ NASM]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following must also be installed to your MinGW directory. They must be downloaded [http://sourceforge.net/project/showfiles.php?group_id=2435&amp;amp;package_id=24963 here].&lt;br /&gt;
*bash&lt;br /&gt;
*coreutils&lt;br /&gt;
*make&lt;br /&gt;
*msysCORE&lt;br /&gt;
&lt;br /&gt;
After everything has been installed, a shortcut should be on your desktop titled MSYS. Run the shortcut and run these commands, replacing src-dir with the folder where the EDuke32 source code resides:&lt;br /&gt;
&lt;br /&gt;
 mount c: /c&lt;br /&gt;
 cd /c/src-dir&lt;br /&gt;
 make&lt;br /&gt;
&lt;br /&gt;
This will build the binaries for EDuke32 and Mapster32 to the source directory.&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Building_EDuke32_on_Windows&amp;diff=7680</id>
		<title>Building EDuke32 on Windows</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Building_EDuke32_on_Windows&amp;diff=7680"/>
		<updated>2009-02-13T19:57:38Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Building on Windows with Microsoft Visual C++==&lt;br /&gt;
&lt;br /&gt;
note: this was what worked for me, there are probablly better ways. If you want to document them go right ahead --plugwash.&lt;br /&gt;
&lt;br /&gt;
get visual c++ express edition from http://www.microsoft.com/express/download/ and install it. The paths in theese instructions assume it is installed in the default location.&lt;br /&gt;
&lt;br /&gt;
unfortunately ml.exe is missing from the express edition, lukilly there is a copy in the freely downloadable windows server 2003 ddk which can be obtained from http://www.microsoft.com/whdc/devtools/ddk/default.mspx . Install this and copy ml.exe to your visual studio bin directory&lt;br /&gt;
&lt;br /&gt;
windows.h, windef.h, winnt.h,basetsd.h,guiddef.h, pshpack4.h, pshpack1.h, pshpack2.h, pshpack4.h, pshpack8.h, poppack.h, winbase.h, winerror.h, wingdi.h, winuser.h, tvout.h, winnls.h, wincon.h, winver.h, winreg.h, winnetwk.h, winsvc.h, mcx.h, imm.h, shlobj.h, ole2.h, objbase.h, rpc.h, rpcdce.h, rpcdcep.h, rpcnsi.h, rpcnterr.h, rpcasync.h, rpcndr.h, rpcnsip.h, wtypes.h, unknwn.h, cguid.h, urlmon.h, oleidl.h, servprov.h, msxml.h , oaidl.h, propidl.h, oleauto.h, prsht.h, commctrl.h, shlguid.h, isguids.h, exdisp.h, ocidl.h, docobj.h, shldisp.h, specstrings.h, winsock2.h, qos.h, ws2tcpip.h, ddraw.h, dinput.h, windowsx.h, shellapi.h, winresrc.h, winuser.rh, commctrl.rh, dde.rh, winnt.rh, dlgs.h, mmsystem.h, dsound.h, d3dtypes.h, user32.lib, gdi32.lib, shell32.lib, dxguid.lib, winmm.lib, wsock32.lib, commctl32.lib, glu32.lib, uuid.lib, cderr.h, dde.h, ddeml.h, lzexpand.h, nb30.h, winperf.h, winsock.h, wincrypt.h, winscard.h, winioctl.h, winsmcard.h, commdlg.h and the whole gl include directory also seem to be missing, again theese can be obtained from the windows server 2003 ddk. With the exception of cderr.h, ddeml.h, winperf.h and lzexpand.h which I got from the wnet directory and a few files that were only found in a generic crt directory in the ddk I used the win2K versions from that ddk.&lt;br /&gt;
&lt;br /&gt;
I had to modify ws2tcpip.h to add the following typedef just before the final #ENDIF&lt;br /&gt;
&lt;br /&gt;
typedef int socklen_t; &lt;br /&gt;
&lt;br /&gt;
This was fixed in the &amp;quot;winxp&amp;quot; version of that file included with the ddk but trying to use the winxp version resulted in a demand for another header that I could not meet with bits from the ddk.&lt;br /&gt;
&lt;br /&gt;
I also had to modify windows.h to not include winpref.h which I didn&#039;t have&lt;br /&gt;
&lt;br /&gt;
download http://www.vorbis.com/files/1.0.1/windows/OggVorbis-win32sdk-1.0.1.zip and extracted it (I extracted it in c:\ and work on that assumption in theese instructions)&lt;br /&gt;
&lt;br /&gt;
download http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip and run the installer inside (I installed it in the default location and work on that assumption in theese instructions)&lt;br /&gt;
&lt;br /&gt;
start the visual studio 2005 command prompt&lt;br /&gt;
&lt;br /&gt;
clean up some environment variables that the vs command prompt forgets to clean, add the include paths for vorbis and openal to the include file path and add the path for the vorbis libs to the library path&lt;br /&gt;
&lt;br /&gt;
 PATH=C:\Program Files\Microsoft Visual Studio 8\Common7\IDE;C:\Program Files\Microsoft Visual Studio 8\VC\BIN;C:\Program Files\Microsoft Visual Studio 8\Common7\Tools;C:\Program Files\Microsoft Visual Studio 8\SDK\v2.0\bin;C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727;C:\Program Files\Microsoft Visual Studio 8\VC\VCPackages;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem&lt;br /&gt;
 set INCLUDE=C:\Program Files\Microsoft Visual Studio 8\VC\INCLUDE;C:\oggvorbis-win32sdk-1.0.1\include;C:\Program Files\OpenAL 1.1 SDK\include;AL\include&lt;br /&gt;
 set LIB=C:\Program Files\Microsoft Visual Studio 8\VC\LIB;C:\Program Files\Microsoft Visual Studio 8\SDK\v2.0\lib;C:\oggvorbis-win32sdk-1.0.1\lib&lt;br /&gt;
change to the build subdirectory of your eduke32 tree and run&lt;br /&gt;
 nmake -f Makefile.msvc&lt;br /&gt;
 cd ..\&lt;br /&gt;
 nmake -f Makefile.msvc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Building on Windows with GNU Make==&lt;br /&gt;
&lt;br /&gt;
To compile EDuke32 on Windows, you will need to install the following:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DirectX SDK&#039;&#039;&#039; - [http://alleg.sourceforge.net/files/dx70_mgw.zip Light Version] (242 KB) or [http://www.microsoft.com/downloads/details.aspx?FamilyId=5493F76A-6D37-478D-BA17-28B1CCA4865A Full Version], updated November 2008 (483.2 MB)&lt;br /&gt;
*&#039;&#039;&#039;[http://tdragon.net/recentgcc/ TDM/MinGW]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://downloads.sourceforge.net/mingw/MSYS-1.0.10.exe MSYS]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://www.nasm.us/ NASM]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following must also be installed to your MinGW directory. They must be downloaded [http://sourceforge.net/project/showfiles.php?group_id=2435&amp;amp;package_id=24963 here].&lt;br /&gt;
*bash&lt;br /&gt;
*coreutils&lt;br /&gt;
*make&lt;br /&gt;
*msysCORE&lt;br /&gt;
&lt;br /&gt;
After everything has been installed, a shortcut should be on your desktop titled MSYS. Run the shortcut and run these commands, replacing src-dir with the folder where the EDuke32 source code resides:&lt;br /&gt;
&lt;br /&gt;
 mount c: /c&lt;br /&gt;
 cd /c/src-dir&lt;br /&gt;
 make&lt;br /&gt;
&lt;br /&gt;
This will build the binaries for EDuke32 and Mapster32 to the source directory.&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:EVENT_LOGO&amp;diff=7678</id>
		<title>Talk:EVENT LOGO</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:EVENT_LOGO&amp;diff=7678"/>
		<updated>2009-02-12T17:26:59Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: Created page with &amp;#039;==Use Correction== Actually using code for this seems to affect the Duke 3D title screen rather than the 3D Realms logo screen. --&amp;#039;&amp;#039;~~~~&amp;#039;&amp;#039;&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Use Correction==&lt;br /&gt;
Actually using code for this seems to affect the Duke 3D title screen rather than the 3D Realms logo screen.&lt;br /&gt;
--&#039;&#039;[[User:BlasterDRP|BlasterDRP]] 09:26, 12 February 2009 (PST)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Miscellaneous&amp;diff=7666</id>
		<title>Category:Editing Miscellaneous</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Miscellaneous&amp;diff=7666"/>
		<updated>2009-02-01T13:14:12Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;NOTE: Much of information on this page is from around 1999.  Some may be outdated, and some may be incorrect -- this page exists to get you started with the Level Editing and may not currently cover some of the additional features available in Mapster32.&amp;lt;/strong&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Glass==&lt;br /&gt;
&lt;br /&gt;
==Secret Areas==&lt;br /&gt;
Apply a lotag of 32767 to a sector to create a secret area. When the player walks over this sector, it counts as one secret area discovered. The game also totals the number of sectors assigned this lotag, so try to use only one secret sector for each secret area.&lt;br /&gt;
&lt;br /&gt;
==Shooters==&lt;br /&gt;
&lt;br /&gt;
==Turning Shooters Off==&lt;br /&gt;
&lt;br /&gt;
==Difficulty Settings==&lt;br /&gt;
To assign difficulty levels to enemies, assign them with a lotag matching the desired skill level, such as 1 for &#039;&#039;Piece of Cake&#039;&#039; or 4 for &#039;&#039;Damn I&#039;m Good&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Signs That Fall When Shot==&lt;br /&gt;
Simply take a flattened sprite and assign it a unique hitag and it will be vulnerable to explosions. Assign multiple objects the same hitag, such as the faces of a 3D bridge, and each sprite will collapse together as a structure.&lt;br /&gt;
&lt;br /&gt;
==Lightning and Thunder (Version 1.4 or 1.5 Required)==&lt;br /&gt;
&lt;br /&gt;
==Making Rain==&lt;br /&gt;
&lt;br /&gt;
==Forcing Duke To Start Weaponless==&lt;br /&gt;
Simply put the starting place over an floor-tile that hurts. I.E HURTRAIL(#859) - LAVA(#1082) - SLIME (#200) &lt;br /&gt;
&lt;br /&gt;
You can make Duke start weaponless, without hurting him. &lt;br /&gt;
* STEP 1: Make a hole in the floor. &lt;br /&gt;
* STEP 2: Put the HURT-TILE on the hole floor. &lt;br /&gt;
* STEP 3: Place an sprite on the main floor, and make it flat (2 presses on [R] key) &lt;br /&gt;
* STEP 4: Select the same texture as the floor tile. ([V] Twice) &lt;br /&gt;
* STEP 5: Arange the sprite, so it covers the hole.&lt;br /&gt;
NOTE: Make sure the sprite is &amp;quot;Hard&amp;quot; (purple in color) Point at the sprite, and press the [B] key&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Category:Editing_Miscellaneous&amp;diff=7665</id>
		<title>Category:Editing Miscellaneous</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Category:Editing_Miscellaneous&amp;diff=7665"/>
		<updated>2009-02-01T05:49:36Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Build Intro}}&lt;br /&gt;
&amp;lt;strong&amp;gt;NOTE: Much of information on this page is from around 1999.  Some may be outdated, and some may be incorrect -- this page exists to get you started with the Level Editing and may not currently cover some of the additional features available in Mapster32.&amp;lt;/strong&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Glass==&lt;br /&gt;
&lt;br /&gt;
==Secret Areas==&lt;br /&gt;
Apply a lotag of 32767 to a sector to create a secret area. When the player walks over this sector, it counts as one secret area discovered. The game also totals the number of sectors assigned this lotag, so make try to use only one secret sector for each secret area.&lt;br /&gt;
&lt;br /&gt;
==Shooters==&lt;br /&gt;
&lt;br /&gt;
==Turning Shooters Off==&lt;br /&gt;
&lt;br /&gt;
==Difficulty Settings==&lt;br /&gt;
To assign difficulty levels to enemies, assign them with a lotag matching the desired skill level, such as 1 for &#039;&#039;Piece of Cake&#039;&#039; or 4 for &#039;&#039;Damn I&#039;m Good&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Signs That Fall When Shot==&lt;br /&gt;
Simply take a flattened sprite and assign it a unique hitag and it will be vulnerable to explosions. Assign multiple objects the same hitag, such as the faces of a 3D bridge, and each sprite will collapse together as a structure.&lt;br /&gt;
&lt;br /&gt;
==Lightning and Thunder (Version 1.4 or 1.5 Required)==&lt;br /&gt;
&lt;br /&gt;
==Making Rain==&lt;br /&gt;
&lt;br /&gt;
==Forcing Duke To Start Weaponless==&lt;br /&gt;
Simply put the starting place over an floor-tile that hurts. I.E HURTRAIL(#859) - LAVA(#1082) - SLIME (#200) &lt;br /&gt;
&lt;br /&gt;
You can make Duke start weaponless, without hurting him. &lt;br /&gt;
* STEP 1: Make a hole in the floor. &lt;br /&gt;
* STEP 2: Put the HURT-TILE on the hole floor. &lt;br /&gt;
* STEP 3: Place an sprite on the main floor, and make it flat (2 presses on [R] key) &lt;br /&gt;
* STEP 4: Select the same texture as the floor tile. ([V] Twice) &lt;br /&gt;
* STEP 5: Arange the sprite, so it covers the hole.&lt;br /&gt;
NOTE: Make sure the sprite is &amp;quot;Hard&amp;quot; (purple in color) Point at the sprite, and press the [B] key&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User:BlasterDRP&amp;diff=7109</id>
		<title>User:BlasterDRP</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User:BlasterDRP&amp;diff=7109"/>
		<updated>2008-08-07T23:50:42Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Background==&lt;br /&gt;
&lt;br /&gt;
Roger, now known by the alias &#039;&#039;&#039;FreeFrag&#039;&#039;&#039;, is the leader of the amateur game development group &#039;&#039;&#039;Shallow Grave Software&#039;&#039;&#039;. Despite the amount of time he spent in the community, none of his works were ever completed and released, citing ambitious aims for his projects, hardware complications, and lack of support from the community as reasons for a lack of progress.&lt;br /&gt;
&lt;br /&gt;
Shallow Grave Software as of 2007 dropped progress on its latest EDuke32 project, &#039;&#039;Incinerator&#039;&#039;, due to overheating hardware and a demoralized outlook. They are now working on a made-from-scratch and open-source 2D action sidescroller &#039;&#039;Singe: Occult Magics&#039;&#039; which features support for OpenGL and aims to be compatible with both Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.shallowgravesoftware.net/ Shallow Grave Software] (Currently under construction)&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User:BlasterDRP&amp;diff=7108</id>
		<title>User:BlasterDRP</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User:BlasterDRP&amp;diff=7108"/>
		<updated>2008-08-07T23:50:09Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Background==&lt;br /&gt;
&lt;br /&gt;
Roger, now known by the alias &#039;&#039;&#039;FreeFrag&#039;&#039;&#039;, is the leader of the amateur game development group &#039;&#039;&#039;Shallow Grave Software&#039;&#039;&#039;. Despite the amount of time he spent in the community, none of his works were ever completed and released, citing ambitious aims for his projects, hardware complications, and lack of support from the community as reasons for a lack of progress.&lt;br /&gt;
&lt;br /&gt;
Shallow Grave Software as of 2007 dropped progress on its latest EDuke32 project, &#039;&#039;Incinerator&#039;&#039;, due to overheating hardware and a demoralized outlook. They are now working on a made-from-scratch and open-source 2D action sidescroller &#039;&#039;Singe: Occult Magics&#039;&#039; which features support for OpenGL and aims to be compatible with both Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.shallowgravesoftware.net/ Shallow Grave Software]&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User:BlasterDRP&amp;diff=7107</id>
		<title>User:BlasterDRP</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User:BlasterDRP&amp;diff=7107"/>
		<updated>2008-08-07T23:49:41Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: New page: Roger, now known by the alias &amp;#039;&amp;#039;&amp;#039;FreeFrag&amp;#039;&amp;#039;&amp;#039;, is the leader of the amateur game development group &amp;#039;&amp;#039;&amp;#039;Shallow Grave Software&amp;#039;&amp;#039;&amp;#039;. Despite the amount of time he spent in the community, none o...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Roger, now known by the alias &#039;&#039;&#039;FreeFrag&#039;&#039;&#039;, is the leader of the amateur game development group &#039;&#039;&#039;Shallow Grave Software&#039;&#039;&#039;. Despite the amount of time he spent in the community, none of his works were ever completed and released, citing ambitious aims for his projects, hardware complications, and lack of support from the community as reasons for a lack of progress.&lt;br /&gt;
&lt;br /&gt;
Shallow Grave Software as of 2007 dropped progress on its latest EDuke32 project, &#039;&#039;Incinerator&#039;&#039;, due to overheating hardware and a demoralized outlook. They are now working on a made-from-scratch and open-source 2D action sidescroller &#039;&#039;Singe: Occult Magics&#039;&#039; which features support for OpenGL and aims to be compatible with both Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.shallowgravesoftware.net/ Shallow Grave Software]&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Hitag&amp;diff=4628</id>
		<title>Hitag</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Hitag&amp;diff=4628"/>
		<updated>2006-05-15T11:32:59Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hitag is used in the following structures&lt;br /&gt;
*[[sprite]] struct; the actor&#039;s current hitag.&lt;br /&gt;
*[[Members of the wall structure|wall]] struct;&lt;br /&gt;
*[[Members of the sector structure|sector]] struct;&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Hitag&amp;diff=4627</id>
		<title>Hitag</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Hitag&amp;diff=4627"/>
		<updated>2006-05-15T11:32:34Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;lotag is used in the following structures&lt;br /&gt;
*[[sprite]] struct; the actor&#039;s current lotag.&lt;br /&gt;
*[[Members of the wall structure|wall]] struct;&lt;br /&gt;
*[[Members of the sector structure|sector]] struct;&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Lotag&amp;diff=4626</id>
		<title>Lotag</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Lotag&amp;diff=4626"/>
		<updated>2006-05-15T11:32:13Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;lotag is used in the following structures&lt;br /&gt;
*[[sprite]] struct; the actor&#039;s current lotag.&lt;br /&gt;
*[[Members of the wall structure|wall]] struct;&lt;br /&gt;
*[[Members of the sector structure|sector]] struct;&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Lotag&amp;diff=4625</id>
		<title>Lotag</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Lotag&amp;diff=4625"/>
		<updated>2006-05-15T11:31:50Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;lotage is used in the following structures&lt;br /&gt;
*[[sprite]] struct; the actor&#039;s current lotag.&lt;br /&gt;
*[[Members of the wall structure|wall]] struct;&lt;br /&gt;
*[[Members of the sector structure|sector]] struct;&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Lotag&amp;diff=4624</id>
		<title>Lotag</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Lotag&amp;diff=4624"/>
		<updated>2006-05-15T11:31:18Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;lotage is used in the following structures&lt;br /&gt;
*[[sprite]] struct; the actor&#039;s current lotag.&lt;br /&gt;
*[[Members of the wall structure|wall]] struct;&lt;br /&gt;
*[[sector]] struct;&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Lotag&amp;diff=4623</id>
		<title>Lotag</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Lotag&amp;diff=4623"/>
		<updated>2006-05-15T11:29:26Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;lotag is used in the following structures&lt;br /&gt;
&lt;br /&gt;
    * [[sprite]] struct; the actor&#039;s current assigned lotag&lt;br /&gt;
    * [[wall]] struct;&lt;br /&gt;
    * [[sector]] struct;&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=PROJ_PAL&amp;diff=2268</id>
		<title>PROJ PAL</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=PROJ_PAL&amp;diff=2268"/>
		<updated>2005-04-20T11:04:22Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PROJ_PAL is a [[defineprojectile]] property used to set the palette reference (or color) of the projectile.&lt;br /&gt;
&lt;br /&gt;
Syntax is:&lt;br /&gt;
&lt;br /&gt;
[[defineprojectile]] &amp;lt;tile number&amp;gt; PROJ_PAL &amp;lt;number&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where &amp;lt;number&amp;gt; is the palette reference of the projectile.&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_MOVEBACKWARD&amp;diff=2111</id>
		<title>EVENT MOVEBACKWARD</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_MOVEBACKWARD&amp;diff=2111"/>
		<updated>2004-12-29T03:17:23Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_MOVEBACKWARD is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to walking backward (&#039;&#039;down arrow&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_MOVEFORWARD&amp;diff=2112</id>
		<title>EVENT MOVEFORWARD</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_MOVEFORWARD&amp;diff=2112"/>
		<updated>2004-12-29T03:17:10Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_MOVEFORWARD is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to walking forward (&#039;&#039;up arrow&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_MOVEBACKWARD&amp;diff=225</id>
		<title>EVENT MOVEBACKWARD</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_MOVEBACKWARD&amp;diff=225"/>
		<updated>2004-12-29T03:14:50Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_MOVEBACKWARD is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to walking backwards (&#039;&#039;down arrow&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_TURNLEFT&amp;diff=2110</id>
		<title>EVENT TURNLEFT</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_TURNLEFT&amp;diff=2110"/>
		<updated>2004-12-29T03:13:33Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_TURNLEFT is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to turning to the left (&#039;&#039;left arrow&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_TURNRIGHT&amp;diff=2109</id>
		<title>EVENT TURNRIGHT</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_TURNRIGHT&amp;diff=2109"/>
		<updated>2004-12-29T03:13:09Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_TURNRIGHT is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to turning to the right (&#039;&#039;right arrow&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_DISPLAYREST&amp;diff=2108</id>
		<title>EVENT DISPLAYREST</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_DISPLAYREST&amp;diff=2108"/>
		<updated>2004-12-29T03:12:24Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_DISPLAYREST is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is always in use and can be used to display permanent items on-screen.&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_DISPLAYCROSSHAIR&amp;diff=2107</id>
		<title>EVENT DISPLAYCROSSHAIR</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_DISPLAYCROSSHAIR&amp;diff=2107"/>
		<updated>2004-12-29T03:11:06Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_DISPLAYCROSSHAIR is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player crosshair is being displayed.&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_DRAWWEAPON&amp;diff=2106</id>
		<title>EVENT DRAWWEAPON</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_DRAWWEAPON&amp;diff=2106"/>
		<updated>2004-12-29T03:09:49Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_DRAWWEAPON is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when a weapon is being displayed on the screen. Can be used with the gamevar [[currentweapon]] to control weapon animations.&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_DRAWWEAPON&amp;diff=224</id>
		<title>EVENT DRAWWEAPON</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_DRAWWEAPON&amp;diff=224"/>
		<updated>2004-12-29T03:09:40Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_STRAFELEFT is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when a weapon is being displayed on the screen. Can be used with the gamevar [[currentweapon]] to control weapon animations.&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_STRAFERIGHT&amp;diff=2105</id>
		<title>EVENT STRAFERIGHT</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_STRAFERIGHT&amp;diff=2105"/>
		<updated>2004-12-29T03:07:49Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_STRAFERIGHT is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to strafing to the right (&#039;&#039;&amp;gt;&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_STRAFELEFT&amp;diff=2104</id>
		<title>EVENT STRAFELEFT</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_STRAFELEFT&amp;diff=2104"/>
		<updated>2004-12-29T03:07:27Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_STRAFELEFT is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to strafing to the left (&#039;&#039;&amp;lt;&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY2&amp;diff=2095</id>
		<title>EVENT WEAPKEY2</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY2&amp;diff=2095"/>
		<updated>2004-12-29T03:05:13Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY2 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to drawing the pistol (&#039;&#039;2&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY3&amp;diff=2096</id>
		<title>EVENT WEAPKEY3</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY3&amp;diff=2096"/>
		<updated>2004-12-29T03:04:59Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY3 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to drawing the shotgun (&#039;&#039;3&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY4&amp;diff=2097</id>
		<title>EVENT WEAPKEY4</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY4&amp;diff=2097"/>
		<updated>2004-12-29T03:04:45Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY4 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to drawing the Ripper (&#039;&#039;4&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY5&amp;diff=2098</id>
		<title>EVENT WEAPKEY5</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY5&amp;diff=2098"/>
		<updated>2004-12-29T03:04:30Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY5 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to drawing the RPG (&#039;&#039;5&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY6&amp;diff=2099</id>
		<title>EVENT WEAPKEY6</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY6&amp;diff=2099"/>
		<updated>2004-12-29T03:04:18Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY6 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to drawing the pipe bomb (&#039;&#039;6&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY7&amp;diff=2100</id>
		<title>EVENT WEAPKEY7</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY7&amp;diff=2100"/>
		<updated>2004-12-29T03:04:01Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY7 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to drawing the Shrinker/Expander (&#039;&#039;7&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY8&amp;diff=2101</id>
		<title>EVENT WEAPKEY8</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY8&amp;diff=2101"/>
		<updated>2004-12-29T03:03:36Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY8 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to drawing the Devastator (&#039;&#039;8&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY9&amp;diff=2102</id>
		<title>EVENT WEAPKEY9</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY9&amp;diff=2102"/>
		<updated>2004-12-29T03:03:24Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY9 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to drawing the laser tripbomb (&#039;&#039;9&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY10&amp;diff=2103</id>
		<title>EVENT WEAPKEY10</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY10&amp;diff=2103"/>
		<updated>2004-12-29T03:03:08Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY10 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to drawing the Freezer (&#039;&#039;0&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY9&amp;diff=216</id>
		<title>EVENT WEAPKEY9</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY9&amp;diff=216"/>
		<updated>2004-12-29T03:02:35Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY9 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to using the laser tripbomb (&#039;&#039;9&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY8&amp;diff=217</id>
		<title>EVENT WEAPKEY8</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY8&amp;diff=217"/>
		<updated>2004-12-29T03:02:08Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY8 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to using the Devastator (&#039;&#039;8&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY7&amp;diff=218</id>
		<title>EVENT WEAPKEY7</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY7&amp;diff=218"/>
		<updated>2004-12-29T03:01:19Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY7 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to using the Shrinker/Expander (&#039;&#039;7&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY6&amp;diff=219</id>
		<title>EVENT WEAPKEY6</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY6&amp;diff=219"/>
		<updated>2004-12-29T03:00:39Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY6 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to using the pipe bomb (&#039;&#039;6&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY5&amp;diff=220</id>
		<title>EVENT WEAPKEY5</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY5&amp;diff=220"/>
		<updated>2004-12-29T03:00:16Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY5 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to using the RPG (&#039;&#039;5&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY5&amp;diff=215</id>
		<title>EVENT WEAPKEY5</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY5&amp;diff=215"/>
		<updated>2004-12-29T03:00:06Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY1 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to using the RPG (&#039;&#039;5&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY4&amp;diff=221</id>
		<title>EVENT WEAPKEY4</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY4&amp;diff=221"/>
		<updated>2004-12-29T02:59:33Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY4 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to using the Ripper (&#039;&#039;4&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY3&amp;diff=222</id>
		<title>EVENT WEAPKEY3</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY3&amp;diff=222"/>
		<updated>2004-12-29T02:59:13Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY3 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to using the shotgun (&#039;&#039;3&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY2&amp;diff=223</id>
		<title>EVENT WEAPKEY2</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY2&amp;diff=223"/>
		<updated>2004-12-29T02:58:49Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY2 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to using the pistol (&#039;&#039;2&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY1&amp;diff=2094</id>
		<title>EVENT WEAPKEY1</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_WEAPKEY1&amp;diff=2094"/>
		<updated>2004-12-29T02:57:57Z</updated>

		<summary type="html">&lt;p&gt;BlasterDRP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_WEAPKEY1 is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to using the Mighty Boot as a primary weapon (&#039;&#039;1&#039;&#039; by default).&lt;/div&gt;</summary>
		<author><name>BlasterDRP</name></author>
	</entry>
</feed>