<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.eduke32.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LordMisfit</id>
	<title>EDukeWiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.eduke32.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LordMisfit"/>
	<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/wiki/Special:Contributions/LordMisfit"/>
	<updated>2026-04-26T12:27:17Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.0-alpha</generator>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Bits&amp;diff=12682</id>
		<title>Bits</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Bits&amp;diff=12682"/>
		<updated>2019-02-20T02:15:28Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: Sorry if this is clutter, but I figure I should log this info until it&amp;#039;s confirmed this is meant to be the case or a proper input bit check for &amp;quot;Alternate Weapon&amp;quot; is added instead. :V&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;&#039;bits&#039;&#039;&#039;&#039;&#039;&#039; is a [[bitfield]] indicating which buttons the player is pressing. A particular button press can be checked by using [[ifvarand]] with the values listed at the end of this article. &lt;br /&gt;
&lt;br /&gt;
INPUT_RESERVED will only display &amp;quot;!!! INCORRECT VERSION !!!&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This technique does not work properly with the weapon selection keys&#039;&#039;&#039;, however. They share four bits in the second-to-lowest byte, which represent the number of the corresponding weapon. They can be decoded as follows:&lt;br /&gt;
 getinput[THISACTOR].bits temp&lt;br /&gt;
 shiftvarr temp 8&lt;br /&gt;
 andvar temp 0xF&lt;br /&gt;
 switch temp&lt;br /&gt;
     case 1&lt;br /&gt;
         //&amp;quot;1&amp;quot; pressed&lt;br /&gt;
         break&lt;br /&gt;
     case 2&lt;br /&gt;
         //&amp;quot;2&amp;quot; pressed&lt;br /&gt;
         break&lt;br /&gt;
     //etc.&lt;br /&gt;
     case 10&lt;br /&gt;
         //&amp;quot;0&amp;quot; pressed&lt;br /&gt;
         break&lt;br /&gt;
     case 11&lt;br /&gt;
         //previous weapon&lt;br /&gt;
         break&lt;br /&gt;
     case 12&lt;br /&gt;
         //next weapon&lt;br /&gt;
         break&lt;br /&gt;
 endswitch&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bit values for standard keys:&#039;&#039;&#039;&lt;br /&gt;
 define INPUT_JUMP                      1&lt;br /&gt;
 define INPUT_CROUCH                    2&lt;br /&gt;
 define INPUT_FIRE                      4&lt;br /&gt;
 define INPUT_AIM_UP                    8&lt;br /&gt;
 define INPUT_AIM_DOWN                 16&lt;br /&gt;
 define INPUT_RUNNING                  32&lt;br /&gt;
 define INPUT_LOOK_LEFT                64&lt;br /&gt;
 define INPUT_LOOK_RIGHT              128&lt;br /&gt;
 define INPUT_WEAPON_1                256&lt;br /&gt;
 define INPUT_WEAPON_2                512&lt;br /&gt;
 define INPUT_WEAPON_3                768&lt;br /&gt;
 define INPUT_WEAPON_4               1024&lt;br /&gt;
 define INPUT_WEAPON_5               1280&lt;br /&gt;
 define INPUT_WEAPON_6               1536&lt;br /&gt;
 define INPUT_WEAPON_7               1792&lt;br /&gt;
 define INPUT_WEAPON_8               2048&lt;br /&gt;
 define INPUT_WEAPON_9               2304&lt;br /&gt;
 define INPUT_WEAPON_10              2560&lt;br /&gt;
 define INPUT_WEAPON_PREV            2816&lt;br /&gt;
 define INPUT_WEAPON_NEXT            3072&lt;br /&gt;
 define INPUT_STEROIDS               4096&lt;br /&gt;
 define INPUT_LOOK_UP                8192&lt;br /&gt;
 define INPUT_LOOK_DOWN             16384&lt;br /&gt;
 define INPUT_NIGHTVISION           32768&lt;br /&gt;
 define INPUT_MEDKIT                65536&lt;br /&gt;
 define INPUT_RESERVED             131072&lt;br /&gt;
 define INPUT_CENTER_VIEW          262144&lt;br /&gt;
 define INPUT_HOLSTER_WEAPON       524288&lt;br /&gt;
 define INPUT_INVENTORY_LEFT      1048576&lt;br /&gt;
 define INPUT_PAUSE               2097152&lt;br /&gt;
 define INPUT_QUICK_KICK          4194304&lt;br /&gt;
 define INPUT_AIM_MODE            8388608&lt;br /&gt;
 define INPUT_HOLODUKE           16777216&lt;br /&gt;
 define INPUT_JETPACK            33554432&lt;br /&gt;
 define INPUT_QUIT               67108864&lt;br /&gt;
 define INPUT_INVENTORY_RIGHT   134217728&lt;br /&gt;
 define INPUT_TURN_AROUND       268435456&lt;br /&gt;
 define INPUT_OPEN              536870912&lt;br /&gt;
 define INPUT_INVENTORY        1073741824&lt;br /&gt;
 define INPUT_ESC              2147483648&lt;br /&gt;
&lt;br /&gt;
 Currently the input to detect &amp;quot;INPUT_ALTWEAPON&amp;quot; from r6594 is to add &amp;quot;3328&amp;quot; to the current bitvalue, but it is not appearantly defined officially as the bitfield for holding the key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Bitfields]]&lt;br /&gt;
[[Category:Input structure members]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_ALTWEAPON&amp;diff=12552</id>
		<title>EVENT ALTWEAPON</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_ALTWEAPON&amp;diff=12552"/>
		<updated>2018-03-08T20:21:54Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_ALTWEAPON is a [[EDuke32_event_list|Game Event]].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is able to swap the modes of various weapons [Pipebomb &amp;amp; its Detonator; Shrinker &amp;amp; Expander]. Corresponds to the &amp;quot;Alternate Weapon&amp;quot; keybind introduced in r6594.&lt;br /&gt;
&lt;br /&gt;
Gamevar [[RETURN]] is normally set to 12.&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_ALTWEAPON&amp;diff=12551</id>
		<title>EVENT ALTWEAPON</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_ALTWEAPON&amp;diff=12551"/>
		<updated>2018-03-08T20:21:37Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: Created page with &amp;quot;EVENT_NEXTWEAPON is a Game Event.  This event is able to swap the modes of various weapons [Pipebomb &amp;amp; its Detonator; Shrinker &amp;amp; Expander]. Correspo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_NEXTWEAPON is a [[EDuke32_event_list|Game Event]].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is able to swap the modes of various weapons [Pipebomb &amp;amp; its Detonator; Shrinker &amp;amp; Expander]. Corresponds to the &amp;quot;Alternate Weapon&amp;quot; keybind introduced in r6594.&lt;br /&gt;
&lt;br /&gt;
Gamevar [[RETURN]] is normally set to 12.&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Event_list&amp;diff=12550</id>
		<title>Event list</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Event_list&amp;diff=12550"/>
		<updated>2018-03-08T19:39:13Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EDuke32 Intro}}&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;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;border-right: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
This is a list of every event in the current release of EDuke32.&lt;br /&gt;
&lt;br /&gt;
All [[events]] are accessed using the [[onevent]] command.&lt;br /&gt;
| width=&amp;quot;1%&amp;quot; nowrap=&amp;quot;nowrap&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;
&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; [[unsynchronized events|Unsynchronized events]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt; may recurse&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt; no current player set&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;25%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border-right: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
Misc events&lt;br /&gt;
*[[EVENT_INIT]]&amp;lt;sup&amp;gt;[1][3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_NEWGAME]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_PRELOADGAME]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_LOADGAME]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_POSTLOADGAME]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_SAVEGAME]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_ACTIVATECHEAT]]&amp;lt;sup&amp;gt;[1][2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CHEATGETBOOT]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CHEATGETFIRSTAID]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CHEATGETHEAT]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CHEATGETHOLODUKE]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CHEATGETJETPACK]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CHEATGETSCUBA]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CHEATGETSHIELD]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CHEATGETSTEROIDS]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_SOUND]]&amp;lt;sup&amp;gt;[1][2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CHANGEMENU]]&amp;lt;sup&amp;gt;[1][2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_SKIPCUTSCENE]]&lt;br /&gt;
&lt;br /&gt;
Unused&lt;br /&gt;
*[[EVENT_FAKEDOMOVETHINGS]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;25%&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;
Screen drawing events (menus)&lt;br /&gt;
*[[EVENT_GETMENUTILE]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYMENU]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYMENUREST]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYINACTIVEMENU]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYINACTIVEMENUREST]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYCURSOR]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Screen drawing events (special screens and cutscenes)&lt;br /&gt;
*[[EVENT_GETLOADTILE]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYLOADINGSCREEN]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYBONUSSCREEN]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_LOGO]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_CUTSCENE]]&amp;lt;sup&amp;gt;[1][2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_PRECUTSCENE]]&lt;br /&gt;
&lt;br /&gt;
Screen drawing events (HUD)&lt;br /&gt;
*[[EVENT_DISPLAYSBAR]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYLEVELSTATS]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYCROSSHAIR]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Screen drawing events (player body)&lt;br /&gt;
*[[EVENT_DISPLAYCAMERAOSD]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYFIST]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYKNEE]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYKNUCKLES]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYSCUBA]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYTIP]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYACCESS]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYWEAPON]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DRAWWEAPON]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYSPIT]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Screen drawing events (in-game)&lt;br /&gt;
*[[EVENT_DISPLAYROOMS]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYROOMSCAMERA]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Screen drawing events (misc)&lt;br /&gt;
*[[EVENT_DISPLAYSTART]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_DISPLAYREST]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;25%&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;
Actor controlling events&lt;br /&gt;
*[[EVENT_LOADACTOR]]&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_EGS]]&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_SPAWN]]&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_GAME]]&lt;br /&gt;
*[[EVENT_PREGAME]]&lt;br /&gt;
*[[EVENT_KILLIT]]&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[EVENT_ANIMATESPRITES]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Global events&lt;br /&gt;
*[[EVENT_ENTERLEVEL]]&lt;br /&gt;
*[[EVENT_PRELEVEL]]&lt;br /&gt;
*[[EVENT_PREWORLD]]&lt;br /&gt;
*[[EVENT_WORLD]]&lt;br /&gt;
*[[EVENT_MOVESECTOR]]&lt;br /&gt;
*[[EVENT_MOVEEFFECTORS]]&lt;br /&gt;
*[[EVENT_DAMAGEHPLANE]]&lt;br /&gt;
&lt;br /&gt;
Player controlling events&lt;br /&gt;
*[[EVENT_RESETPLAYER]]&lt;br /&gt;
*[[EVENT_RESETWEAPONS]]&lt;br /&gt;
*[[EVENT_RESETINVENTORY]]&lt;br /&gt;
*[[EVENT_INCURDAMAGE]]&lt;br /&gt;
*[[EVENT_DOFIRE]]&lt;br /&gt;
*[[EVENT_GETSHOTRANGE]]&lt;br /&gt;
*[[EVENT_GETAUTOAIMANGLE]]&lt;br /&gt;
*[[EVENT_CHANGEWEAPON]]&lt;br /&gt;
*[[EVENT_CHECKTOUCHDAMAGE]]&lt;br /&gt;
*[[EVENT_CHECKFLOORDAMAGE]]&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border-left: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
Input controlling/activated events&lt;br /&gt;
*[[EVENT_AIMDOWN]]&lt;br /&gt;
*[[EVENT_AIMUP]]&lt;br /&gt;
*[[EVENT_ALTWEAPON]]&lt;br /&gt;
*[[EVENT_CROUCH]]&lt;br /&gt;
*[[EVENT_FIRE]]&lt;br /&gt;
*[[EVENT_FIREWEAPON]]&lt;br /&gt;
*[[EVENT_HOLODUKEOFF]]&lt;br /&gt;
*[[EVENT_HOLODUKEON]]&lt;br /&gt;
*[[EVENT_HOLSTER]]&lt;br /&gt;
*[[EVENT_INVENTORY]]&lt;br /&gt;
*[[EVENT_INVENTORYLEFT]]&lt;br /&gt;
*[[EVENT_INVENTORYRIGHT]]&lt;br /&gt;
*[[EVENT_JUMP]]&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_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_RETURNTOCENTER]]&lt;br /&gt;
*[[EVENT_SELECTWEAPON]]&lt;br /&gt;
*[[EVENT_SOARDOWN]]&lt;br /&gt;
*[[EVENT_SOARUP]]&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_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;
*[[EVENT_WEAPKEY10]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event manipulation]]&lt;br /&gt;
[[Category:Scripting documentation]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Change_the_player%27s_jump_height&amp;diff=12044</id>
		<title>Change the player&#039;s jump height</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Change_the_player%27s_jump_height&amp;diff=12044"/>
		<updated>2014-10-27T17:41:13Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can use the player member [[jumping_counter]] to limit the player&#039;s jump to less Olympic heights, or make the player&#039;s jump even more superhuman.&lt;br /&gt;
&lt;br /&gt;
The [[jumping_counter]] increments from 0 (not jumping) to 1441 (end of jump) in increments of 180, as follows:&lt;br /&gt;
&lt;br /&gt;
 0&lt;br /&gt;
 181&lt;br /&gt;
 361&lt;br /&gt;
 541&lt;br /&gt;
 721&lt;br /&gt;
 901&lt;br /&gt;
 1081&lt;br /&gt;
 1261&lt;br /&gt;
 1441&lt;br /&gt;
&lt;br /&gt;
NOTE: In water surface sectors LOTAG 1, the counter will only reach up to 901.&lt;br /&gt;
&lt;br /&gt;
By manually setting the counter to 0 or a value above 1440 when the counter reaches one of these values, you can decrease the duration of the jump by effectively cancelling it mid-jump. Additionally, you can use a similar method to extend the jump height of the player.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a gamevar to hold the value of [[jumping_counter]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;gamevar temp 0 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inside the APLAYER actor, use the following code to cut the jump duration in half:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
getplayer[THISACTOR].jumping_counter temp&lt;br /&gt;
ifvare temp 721 &lt;br /&gt;
{&lt;br /&gt;
	setplayer[THISACTOR].jumping_counter 0 &lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to increase jump height instead of lowering it, you can do this instead:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
getplayer[THISACTOR].jumping_counter temp&lt;br /&gt;
ifvare temp 1261 &lt;br /&gt;
{&lt;br /&gt;
	setplayer[THISACTOR].jumping_counter 362 &lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The above example increases the jump duration by 5 tics. The default jumping height is 9 tics without any changes in the code. The reason 1 is added to the counter when a jump is extended is to prevent an endless jumping loop from occuring. It is recommended to check for 126x when extending the jump to maximize jumping velocity(or [[poszv]]).&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Definelevelname&amp;diff=11734</id>
		<title>Definelevelname</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Definelevelname&amp;diff=11734"/>
		<updated>2014-01-06T19:53:36Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;definelevelname&#039;&#039;&#039; &amp;lt;episode&amp;gt; &amp;lt;levelnum&amp;gt; &amp;lt;mapname&amp;gt; &amp;lt;partime&amp;gt; &amp;lt;3dr&amp;gt; &amp;lt;levname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This sets up a level to be used in the game. The parameters &amp;lt;episode&amp;gt; and &amp;lt;levelnum&amp;gt; set up where the map is in the game chronologically (starting at 0, ending at 63), &amp;lt;mapname&amp;gt; is the filename of the map file, &amp;lt;partime&amp;gt; is the estimated length of time needed to complete the level, &amp;lt;3dr&amp;gt; is the timed length of completion by 3D Realms, and &amp;lt;levname&amp;gt; defines how the level is named in the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Duke3D 1.3/1.5 commands]]&lt;br /&gt;
[[Category:Game manipulation]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=11422</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=11422"/>
		<updated>2012-12-24T19:05:00Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Autostep_sbw&amp;diff=11300</id>
		<title>Autostep sbw</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Autostep_sbw&amp;diff=11300"/>
		<updated>2012-11-02T17:13:36Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: same as &amp;#039;autostep&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;autostep_sbw&#039;&#039;&#039;&#039;&#039; controls the maximum difference in height at which a player will &amp;quot;step&amp;quot; onto an above water [[sector]] ([[lotag]] 1) or floor aligned [[sprite]] ([[cstat]] 32) (see [[spritebridge]]) without needing to jump. The default value is 1024.&lt;br /&gt;
&lt;br /&gt;
Making the value smaller allows the player to climb higher sectors and wall aligned sprites, while a larger value means the player will not be able to climb over smaller and smaller heights in sectors and sprites.&lt;br /&gt;
&lt;br /&gt;
If you are making a permanent change to this value, it is best to do it from [[EVENT_ENTERLEVEL]] so the game never overwrites your value with the default.&lt;br /&gt;
&lt;br /&gt;
For normal sectors and view/wall aligned sprites please see [[autostep]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Autostep&amp;diff=11299</id>
		<title>Autostep</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Autostep&amp;diff=11299"/>
		<updated>2012-11-02T17:13:21Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: I hope I&amp;#039;m explaining this right on heights. &amp;gt;.&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;autostep&#039;&#039;&#039;&#039;&#039; controls the maximum difference in height at which a player will &amp;quot;step&amp;quot; onto a surface without needing to jump. The default value is 5120. Note that autostep applies to view/wall aligned [[sprite]]s and regular [[sector]]s.&lt;br /&gt;
&lt;br /&gt;
Making the value smaller allows the player to climb higher sectors and wall aligned sprites, while a larger value means the player will not be able to climb over smaller and smaller heights in sectors and sprites.&lt;br /&gt;
&lt;br /&gt;
If you are making a permanent change to this value, it is best to do it from [[EVENT_ENTERLEVEL]] so the game never overwrites your value with the default.&lt;br /&gt;
&lt;br /&gt;
For above water sectors ([[lotag]] 1) and floor aligned sprites ([[cstat]] 32) (see [[spritebridge]]) please see [[autostep_sbw]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=9969</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=9969"/>
		<updated>2011-09-26T20:34:18Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: NR is finally updated to 5.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Released==&lt;br /&gt;
&lt;br /&gt;
===Active Development===&lt;br /&gt;
&lt;br /&gt;
{{Mod_header}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|[http://fissile.duke4.net/fissile_dukeplus.html Duke Plus]&lt;br /&gt;
|Gameplay enhancement&lt;br /&gt;
|Released, in development&amp;lt;br&amp;gt;(Latest Release: &#039;&#039;&#039;2.21&#039;&#039;&#039;)&lt;br /&gt;
|[[User:DeeperThought|DeeperThought]]&lt;br /&gt;
|[[Image:DP1.jpg|200px]][[Image:DP2.jpg|200px]]&lt;br /&gt;
|Enhanced Engine Design Capabilities, including: Transparent Water; Giving Monsters Special Flags; Climbable Ladders; Mantling/Grappling on ledges; Bot-Allies; Footstep Sounds; Rain and Snow-based weather effects; Quake3-Style Jump Pads; Slippery Floors; etc. [http://www.picturepush.com/public/652573 Gravity gun footage]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|[http://hendricks266.duke4.net/vaca_plus.php Duke Caribbean: Life&#039;s A Beach Plus]&lt;br /&gt;
|Total Conversion/enhancement&lt;br /&gt;
|Released, in development&amp;lt;br&amp;gt;&lt;br /&gt;
|[[User:Hendricks 266|Hendricks266]] and the Duke community&lt;br /&gt;
|[[Image:2492_vaca.png|200px]][[Image:3281_vaca.png|200px]]&lt;br /&gt;
|Duke takes a vacation to the Caribbean and discovers that the aliens are using the tropical climate to breed.  The classic Duke 3D add-on gets a modern facelift, and additional enhancements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|[http://hendricks266.duke4.net/nw_plus.php Duke: Nuclear Winter Plus]&lt;br /&gt;
|Total Conversion/enhancement&lt;br /&gt;
|Released, in development&amp;lt;br&amp;gt;&lt;br /&gt;
|[[User:Hendricks 266|Hendricks266]] and the Duke community&lt;br /&gt;
|[[Image:2492_nw.png|200px]][[Image:3240_3245.png|200px]]&lt;br /&gt;
|Duke receives a telegram that the aliens have brainwashed Santa and are trying to steal Christmas!  The HRP of the classic Duke add-on, Nuclear Winter, adds many new EDuke32-based elements to the game, and fixes most, if not all of the original bugs.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|[http://naferia.duke4.net Naferia&#039;s Reign: Invasion of the Dark Mistress]&lt;br /&gt;
|Total Conversion&lt;br /&gt;
|Released, in development&amp;lt;br&amp;gt; (Latest Version: &#039;&#039;&#039;5.21.09262011&#039;&#039;&#039;)&lt;br /&gt;
|[[User:LordMisfit|Lord Misfit]], TheSeriousCacodemon, Ryan Cordell, Davidos, Vero-chan, Kyle873&lt;br /&gt;
|[[Image:NRIOTDM-1.png|200px]][[Image:NRIOTDM-2.png|200px]]&lt;br /&gt;
|What will come to be an alternate-universe Duke Nukem story revolving around a pivotal point in the history of Duke Nukem and the Aliens he has faced since the original Duke Nukem 3D. Duke is no longer working alone in his quest, as his enemies ramp up their power and allegiances substantially, as well as their intelligence to a point. Play as up to 15 different characters, with the ability to use multiple characters in the same party, unlike in Hexen (and more like a real RPG). Monsters are more interactive and to a point more intelligent, able to grab items like health and armor, get damaged by slime and other hazards, and even pick up power-ups to make them deadlier in combat. Find money laying around or get it out of your characters&#039; ATM accounts, and use it to buy new items from shops or other NPCs. Voice Acting is also present.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|[http://www.moddb.com/mods/9541/duke-nukem-weapon-of-mass-destruction Duke Nukem: Weapon of Mass Destruction]&lt;br /&gt;
|Gameplay enhancement&lt;br /&gt;
|Released&amp;lt;br&amp;gt;(Latest Release: &#039;&#039;&#039;1.52 [beta]&#039;&#039;&#039;)&lt;br /&gt;
|[[User:DeeperThought|DeeperThought]]&lt;br /&gt;
|[[Image:Dnwmd1.jpg|200px]][[Image:Dnwmd2.jpg|200px]]&lt;br /&gt;
|Duke Nukem: Weapon of Mass Destruction is a gameplay mod for Duke Nukem 3D. It has tons of new weapon modes, enemies, and player abilities, such as UT style dodge moves, spinning hook kicks, and a Duke bot companion who fights by your side. In some levels you can even get in your skycar and fly it, doing bombing runs on enemies.  In DNWMD, Duke collects glowing coins from slain enemies which are used to purchase various upgrades via a mouse controlled menu. In addition, each of Duke&#039;s weapons has its own experience level which increases with use.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
| [{{3DR}}32161 HellDuke TC!]&lt;br /&gt;
|Total Conversion&lt;br /&gt;
|Released, in development&amp;lt;br&amp;gt;(Latest Release: &#039;&#039;&#039;1.3&#039;&#039;&#039;)&lt;br /&gt;
|XTHX2, Quakis (Inactive), Broiler1985, Rolls, Fantinaikos, SuperGoofy&lt;br /&gt;
|[[Image:scr1.jpg|200px]][[Image:scr2.jpg|200px]]&lt;br /&gt;
|HellDukeTC! will make your doom become alive, as the thread name calls it. My main purpose is to create Doom with a different angle and of course my secret recipe. As well as aiming to have a doom theme, we will also introduce you what hell actually means. It is still under development, however it is playable enough with it&#039;s satisfying levels, new enemies, new additions, new WEAPONS!, new HUD, CON scripted EVENTS, and much more. And last but not least, extra information can be found at hellreadme.txt. If you have any questions, you can ask me, XTHX2, and contact me. If you like Doom, and if you like challenges, this TC is just what you are in need of!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|[{{3DR}}30761 WGRealms 2]&lt;br /&gt;
|Total Conversion&lt;br /&gt;
|Released, in development&lt;br /&gt;
|William Gee, [[User:DeeperThought|DeeperThought]], Hellbound&lt;br /&gt;
|[[Image:WG1.jpg|200px]][[Image:WG2.jpg|200px]]&lt;br /&gt;
|Medieval mod with melee combat, magic bows, skeleton knights, dragons and demons. [http://www.picturepush.com/public/590728 Gameplay footage]&lt;br /&gt;
}}&lt;br /&gt;
{{Mod_table &lt;br /&gt;
| [http://forums.duke4.net/topic/4857-top-shooter/ Top Shooter]&lt;br /&gt;
|Total Conversion&lt;br /&gt;
|Released, in development&amp;lt;br&amp;gt;(Latest Release: &#039;&#039;&#039;1.1&#039;&#039;&#039;)&lt;br /&gt;
|[[User:Mblackwell|Mblackwell]]&lt;br /&gt;
|[[Image:Duke0009.jpg|200px]][[Image:Duke0021.jpg|200px]]&lt;br /&gt;
|Top Shooter is an old school top-down scrolling shooter! A fully stand-alone modification, players dodge falling Space Mines and compete for high scores. Will &#039;&#039;you&#039;&#039; be the top shooter?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_footer}}&lt;br /&gt;
&lt;br /&gt;
===Finished===&lt;br /&gt;
&lt;br /&gt;
{{Mod_header}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|[http://files.filefront.com/Nuclear+Showdown+v11zip/;12148372;/fileinfo.html Nuclear Showdown v1.1]&lt;br /&gt;
|Gameplay enhancement&lt;br /&gt;
|Released&lt;br /&gt;
|[[User:Jblade|James Stanfield]]&lt;br /&gt;
|[[Image:NS01.jpg|200px]][[Image:NS02.jpg|200px]]&lt;br /&gt;
|Nuclear showdown is a gameplay mod for Duke Nukem that adds many features such as new weapons, enemies, effects to the default game as well as usermaps - it is built so you can play your favourite usermaps with, even ones that use custom art. You can also play through Duke It Out In D.C. if you have it. The TC also includes several features for mappers like more keycards, items such as the spacesuit and toolkit, and more textures to work with.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|[http://hosted.filefront.com/kenia43 Duke Nukem Army]&lt;br /&gt;
|Total Conversion&lt;br /&gt;
|Official final Release&lt;br /&gt;
|[[User:Kenia|Kenia]]&lt;br /&gt;
|[[Image:Teaser2.jpg|200px]][[Image:Teaser3.jpg|200px]]&lt;br /&gt;
|A TC that changes Duke Nukem 3D into an exaggerated army-style shooter with various multiplayer additions (CTF, Hill Defend, Assault). Main focus is multi-player (though 1 playable single-player episode is included) and the massive unrealistic use of gore elements to turn the TC in kind of a &amp;quot;splatter game&amp;quot;. [{{YouTube}}xl1E9BtOe9U Gameplay footage]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_footer}}&lt;br /&gt;
&lt;br /&gt;
===Abandoned===&lt;br /&gt;
&lt;br /&gt;
{{Mod_header}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|[[Duke Theft Auto]]&lt;br /&gt;
|Total Conversion&lt;br /&gt;
|Beta Released, Discontinued&lt;br /&gt;
|[[User:The Commander|The Commander]]&lt;br /&gt;
|[[Image:DTA0000.jpg|200px]][[Image:DTA0001.jpg|200px]]&lt;br /&gt;
|Duke Theft Auto is based upon the classic DMA/Rockstar game, &amp;quot;Grand Theft Auto&amp;quot; Run, Shoot, Kill, Car Jack your way through many cities on your way of becoming the number one criminal! &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; [http://www.moddb.com/games/duke-theft-auto Beta Released]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_footer}}&lt;br /&gt;
&lt;br /&gt;
==Source Released==&lt;br /&gt;
&lt;br /&gt;
{{Mod_header}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|[{{3DR}}25830 The AWOL Project Source]&lt;br /&gt;
|Total Conversion&lt;br /&gt;
|Released, discontinued&lt;br /&gt;
|[[User:Reaper_Man|Reaper_Man]], Hudson, Mblackwell, and the entire AWOL TC Team&lt;br /&gt;
|[[Image:AWOL1.jpg|200px]][[Image:AWOL2.jpg|200px]]&lt;br /&gt;
|The AWOL Project Source is the release of the source files for the once highly anticipated mod, The AWOL Project. After several years of sitting idly on the hard drives of the creators, Reaper_Man and Hudson decided to release all of the content for the TC to those who might find it useful. The release includes a few demo maps showing off various effects and AI, as well as all 3 of the drivable vehicles. Most of the code is complete but very few of the maps are. There is an Official 1.0 Patch as well as the AWOL Map Pack available for download also.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_footer}}&lt;br /&gt;
&lt;br /&gt;
==Unreleased==&lt;br /&gt;
&lt;br /&gt;
===Active Development===&lt;br /&gt;
&lt;br /&gt;
{{Mod_header}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|[http://www.resurgence.dukenukem.com.br/ Duke Nukem 64: Resurgence]&lt;br /&gt;
|Total Conversion&lt;br /&gt;
|In Development&lt;br /&gt;
|Fox, Nukey, SomeThingEvil, Hellfire&lt;br /&gt;
|[[Image:Duke64_1.png|200px]][[Image:Duke64_2.png|200px]]&lt;br /&gt;
|Duke Nukem 64: Resurgence intends to bring this Nintendo experience from 1997 to your PC.&lt;br /&gt;
&lt;br /&gt;
There will be customization options, such as removing Nintendo&#039;s censoring.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|[{{3DR}}31983 Cradle to Grave]&lt;br /&gt;
|Total Conversion&lt;br /&gt;
|Unreleased, in development&lt;br /&gt;
|Daedalus, Dimebog, Daedolon, Tekedon&lt;br /&gt;
|[[Image:Screen00.PNG|200px]][[Image:Screen01.png|200px]]&lt;br /&gt;
|Cradle to Grave is a hyper-mod aiming to bring the frantic pace and hugely enjoyable gameplay of Blood (by Monolith Productions) into a new medium and with our new granted freedom we&#039;ll even be able to implement some of the ideas which didn&#039;t quite make it into the original, not limited to new and never released weaponry, enemies, gameplay modes and perhaps even magic. This product exists only as our homage to Blood&#039;s spirit and, if successful, it could help bring Blood&#039;s glory to new heights.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|Duke Nukem: Return of the King&lt;br /&gt;
|Total Conversion&lt;br /&gt;
|Unreleased, in development&lt;br /&gt;
|[[User:Captain Awesome|Captain Awesome]]&lt;br /&gt;
|[[Image:DukeROTK.gif|200px]][[Image:DukeROTK2.gif|200px]]&lt;br /&gt;
|Duke Nukem: Return of the King plans to centralize Duke&#039;s universe. The game will fix numerous bugs, graphical glitches, logical fallacies, and other problems with Duke3D. The mod will boast an impressive amount of new weapons, and a few alt-fire modes. It will also feature quite a few new enemies or variants, with improved coding over the originals. There is a new thought out approach to the traditional episodes, along with new missions for you to play. It plans to bring a completely fresh experience to the old game, while still being familiar and simple. This mod is 8bit exclusive, and completely incompatible with the HRP. Retains compatibility with &#039;&#039;most&#039;&#039; user-maps for replay value.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|[{{AMC}}7591.0 AMC TC]&lt;br /&gt;
|Total Conversion&lt;br /&gt;
|Unreleased, in development&lt;br /&gt;
|James Stanfield and AMC&lt;br /&gt;
|[[Image:AMCTC1.jpg|200px]][[Image:AMCTC2.jpg|200px]]&lt;br /&gt;
|The AMC TC is a multi-character TC and gameplay modification. There are 8 characters to choose between, each with different weapon sets and items. Fight through the solar system against Duke&#039;s old enemies as well as other dark forces that each plan something unpleasant for Earth and Mars. A initial gameplay release with the finished characters, intro map, and Duke user map episode is planned with actual story based releases later.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_footer}}&lt;br /&gt;
&lt;br /&gt;
===On Hold===&lt;br /&gt;
&lt;br /&gt;
{{Mod_header}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|[http://hendricks266.duke4.net/dmdr.php Duke Meets DOOM Rebirth]&lt;br /&gt;
|Total Conversion&lt;br /&gt;
|Unreleased as Rebirth, in development&lt;br /&gt;
|[[User:Hendricks 266|Hendricks266]]&lt;br /&gt;
|[[Image:DMDR_001.gif|200px]][[Image:DMDR_002.jpg|200px]]&lt;br /&gt;
|Duke Meets DOOM Rebirth is an upgrade of the original vanilla TC &amp;quot;Duke Meets Doom&amp;quot;.  The basis for this mod is that the original maps are good, but the coding and artwork were sloppy.  There are three different art modes available.  The first is Classic, which consists of the artwork converted to the Duke palette.  The second is Faithful, which has the original artwork displayed as high-resolution textures, so that it won&#039;t be hindered by the differences of the DOOM, Duke, and Shadow Warrior palettes.  The third is Updated, which introduces high-resolution content from the jDRP and related packages.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_footer}}&lt;br /&gt;
&lt;br /&gt;
===Status Unknown===&lt;br /&gt;
&lt;br /&gt;
{{Mod_header}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|[{{3DR}}25350 Symphony of Orekia (AKA The Mansion)]&lt;br /&gt;
|Total Conversion (single level)&lt;br /&gt;
|Unreleased, in development&lt;br /&gt;
|Quakis&lt;br /&gt;
|[[Image:Mansion1.jpg|200px]][[Image:Mansion2.jpg|200px]]&lt;br /&gt;
|Resident Evil-style TC with Demons and creepy interiors. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|[{{3DR}}9670 Decay]&lt;br /&gt;
|Total Conversion&lt;br /&gt;
|Unreleased, in development&lt;br /&gt;
|Hudson, MBlackWell, Hellbound, Cage, others&lt;br /&gt;
|[[Image:Decay1.jpg|200px]][[Image:Decay2.jpg|200px]]&lt;br /&gt;
|Survival-horror TC with zombies! &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|[{{3DR}}30962 Blood TC]&lt;br /&gt;
|Total Conversion&lt;br /&gt;
|Unreleased, in development&lt;br /&gt;
|[[User:M210|M210]]&lt;br /&gt;
|[[Image:Blood1.jpg|200px]][[Image:Blood2.jpg|200px]]&lt;br /&gt;
|BloodTC is a recreation of Blood (by Monolith Productions) for EDuke32 to bring all the fun and action of Blood to the EDuke32 port. This mod will be more powerful in the future, considering EDuke32 keeps getting better and better.&lt;br /&gt;
&#039;&#039;&#039;Big thanks:&#039;&#039;&#039; The Lezing, DeeperThought, DefaultDan(97), Zykov Eddy, --DarkSoL--, Yura_evil, KLIMaka, XTHX2, Ilovefoxes, Sanek, LipSheZ, Possessed-by-zeal. &lt;br /&gt;
&#039;&#039;&#039;Some videos&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;[{{YouTube}}3thhSyIGPZQ BloodTC Beta Video E1M1]&lt;br /&gt;
&amp;lt;br&amp;gt;[{{YouTube}}rhNNtd0Sp9w Animation of weapon test and some effects]&lt;br /&gt;
&amp;lt;br&amp;gt;[{{YouTube}}2r2qj5pTAJs Second weapon-test Video]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_table &lt;br /&gt;
|[http://totalduke.narod.ru RailSingle TC]&lt;br /&gt;
|Total Conversion&lt;br /&gt;
|Unreleased, in development&lt;br /&gt;
|[[User:LipSheZ|LipSheZ]]&lt;br /&gt;
|[[Image:RS1.jpg|200px]][[Image:RS2.jpg|200px]]&lt;br /&gt;
|Rail Single is a mod based on early version of Duke Plus and includes some amazing features such as 22 weapon types (each weapon has 2 fire modes), approx 30 different voxel ammo pickups and 20 inventory items. Most of RS levels are king-size, but in the spirit of the original Duke Nukem: Atomic Edition. Some level segments made with LEBuild Map Editor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mod_footer}}&lt;br /&gt;
&lt;br /&gt;
===Abandoned===&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Build/Mapster32_Keyboard_Commands&amp;diff=9072</id>
		<title>Build/Mapster32 Keyboard Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Build/Mapster32_Keyboard_Commands&amp;diff=9072"/>
		<updated>2010-08-23T08:18:29Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=8880</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=8880"/>
		<updated>2010-03-01T04:57:49Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: NR: 5.18 to 5.19&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table width =&amp;quot;100%&amp;quot; style=&amp;quot;border:1px solid #000&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td width=&amp;quot;25%&amp;quot;&amp;gt;Title&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=&amp;quot;25%&amp;quot;&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=&amp;quot;25%&amp;quot;&amp;gt;Status&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=&amp;quot;25%&amp;quot;&amp;gt;Creator[s] and developer[s]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[http://deeperthought.dukertcm.com/dp/ Duke Plus]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Gameplay enhancement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Released, in development&amp;lt;br&amp;gt;(Latest Release: &#039;&#039;&#039;2.07&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:DP1.jpg|200px]][[Image:DP2.jpg|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Enhanced Engine Design Capabilities, including: Transparent Water; Giving Monsters Special Flags; Climbable Ladders; Mantling/Grappling on ledges; Bot-Allies; Footstep Sounds; Rain and Snow-based weather effects; Quake3-Style Jump Pads; Slippery Floors; etc. [http://www.picturepush.com/public/652573 Gravity gun footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[http://naferia.duke4.net Naferia&#039;s Reign: Invasion of the Dark Mistress]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Total conversion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Released, in development&amp;lt;br&amp;gt; (Latest Version: &#039;&#039;&#039;5.19.03012010&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[[User:LordMisfit|Lord Misfit]], TheSeriousCacodemon, Davidos, Vero-chan&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:NRIOTDM-1.png|200px]][[Image:NRIOTDM-2.png|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
What will come to be an alternate-universe Duke Nukem story revolving around a pivotal point in the history of Duke Nukem and the Aliens he has faced since the original Duke Nukem 3D. Duke is no longer working alone in his quest, as his enemies ramp up their power and allegiances substantially, as well as their intelligence to a point. Play as up to 15 different characters, with the ability to use multiple characters in the same party, unlike in Hexen[and more like a real RPG]. Monsters are more interactive and to a point more intelligent, able to grab items like health and armor, get damaged by slime and other hazards, and even pick up powerups to make them deadlier in combat. Find money laying around or get it out of your characters&#039; ATM accounts, and use it to buy new items from shops or other NPCs. Voice Acting is also present.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[http://www.moddb.com/mods/9541/duke-nukem-weapon-of-mass-destruction Duke Nukem: Weapon of Mass Destruction]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Gameplay enhancement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Released&amp;lt;br&amp;gt;(Latest Release: &#039;&#039;&#039;1.52 [beta]&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:Dnwmd1.jpg|200px]][[Image:Dnwmd2.jpg|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Duke Nukem: Weapon of Mass Destruction is a gameplay mod for Duke Nukem 3D. It has tons of new weapon modes, enemies, and player abilities, such as UT style dodge moves, spinning hook kicks, and a Duke bot companion who fights by your side. In some levels you can even get in your skycar and fly it, doing bombing runs on enemies.  In DNWMD, Duke collects glowing coins from slain enemies which are used to purchase various upgrades via a mouse controlled menu. In addition, each of Duke&#039;s weapons has its own experience level which increases with use.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=32161 HellDuke TC!]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Total conversion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Released, in development&amp;lt;br&amp;gt;(Latest Release: &#039;&#039;&#039;1.3&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;XTHX2, Quakis (Inactive), Broiler1985, Rolls, Fantinaikos, SuperGoofy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:scr1.jpg|200px]][[Image:scr2.jpg|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
HellDukeTC! will make your doom become alive, as the thread name calls it. My main purpose is to create Doom with a different angle and of course my secret recipe. As well as aiming to have a doom theme, we will also introduce you what hell actually means. It is still under development, however it is playable enough with it&#039;s satisfying levels, new enemies, new additions, new WEAPONS!, new HUD, CON scripted EVENTS, and much more. And last but not least, extra information can be found at hellreadme.txt. If you have any questions, you can ask me, XTHX2, and contact me. If you like Doom, and if you like challenges, this TC is just what you are in need of!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[http://files.filefront.com/Nuclear+Showdown+v11zip/;12148372;/fileinfo.html Nuclear Showdown v1.1]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Gameplay enhancement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[[User:Jblade|James Stanfield]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:NS01.jpg|200px]][[Image:NS02.jpg|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Nuclear showdown is a gameplay mod for Duke Nukem that adds many features such as new weapons, enemies, effects to the default game as well as usermaps - it is built so you can play your favourite usermaps with, even ones that use custom art. You can also play through Duke it out in DC if you have it. The TC also includes several features for mappers like more keycards, items such as the spacesuit and toolkit, and more textures to work with.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=25830 The AWOL Project Source]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Total conversion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Released, discontinued&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[[User:Reaper_Man|Reaper_Man]], Hudson, Mblackwell, and the entire AWOL TC Team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:AWOL1.jpg|200px]][[Image:AWOL2.jpg|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
The AWOL Project Source is the release of the source files for the once highly anticipated mod, The AWOL Project. After several years of sitting idly on the hard drives of the creators, Reaper_Man and Hudson decided to release all of the content for the TC to those who might find it useful. The release includes a few demo maps showing off various effects and AI, as well as all 3 of the drivable vehicles. Most of the code is complete but very few of the maps are. There is an Official 1.0 Patch as well as the AWOL Map Pack available for download also.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[http://hosted.filefront.com/kenia43 Duke Nukem Army]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Total conversion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Official final Release&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[[User:Kenia|Kenia]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:Teaser2.jpg|200px]][[Image:Teaser3.jpg|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
A TC that changes Duke Nukem 3D into an exaggerated army-style shooter with various multiplayer additions (CTF, Hill Defend, Assault). Main focus is multi-player (though 1 playable single-player episode is included) and the massive unrealistic use of gore elements to turn the TC in kind of a &amp;quot;splatter game&amp;quot;. [http://www.youtube.com/watch?v=xl1E9BtOe9U Gameplay footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=30761 WG Medieval Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Total conversion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;William Gee, [[User:DeeperThought|DeeperThought]], Hellbound&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:WG1.jpg|200px]][[Image:WG2.jpg|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Medieval mod with melee combat, magic bows, skeleton knights, dragons and demons. [http://www.picturepush.com/public/590728 Gameplay footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=25350 Symphony of Orekia (AKA The Mansion)]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Total conversion (single level)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Quakis&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:Mansion1.jpg|200px]][[Image:Mansion2.jpg|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Resident Evil-style TC with Demons and creepy interiors. &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=9670 Decay]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Total conversion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Hudson, MBlackWell, Hellbound, Cage, others&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:Decay1.jpg|200px]][[Image:Decay2.jpg|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Survival-horror TC with zombies! &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=30962 Blood TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Total conversion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[[User:M210|M210]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:Blood1.jpg|200px]][[Image:Blood2.jpg|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
BloodTC is a recreation of Blood (by Monolith Productions) for eDuke32 to bring all the fun and action of Blood to the Eduke32 port. This mod will be more powerful in the future, considering Eduke32 keeps getting better and better.&#039;&#039;&#039;Big thanks:&#039;&#039;&#039; The Lezing, DeeperThought, DefaultDan(97), Zykov Eddy, --=DarkSoL=--, Yura_evil, KLIMaka, XTHX2, Ilovefoxes, Sanek, LipSheZ, Possessed-by-zeal. &lt;br /&gt;
&#039;&#039;&#039;Some videos&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.youtube.com/watch?v=3thhSyIGPZQ BloodTC Beta Video E1M1]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.youtube.com/watch?v=rhNNtd0Sp9w Animation of weapon test and some effects]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.youtube.com/watch?v=2r2qj5pTAJs Second weapon-test Video]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[http://amc.planetduke.gamespy.com/smf/index.php?topic=7591.0 AMC TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Total conversion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;James Stanfield and AMC&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:AMCTC1.jpg|200px]][[Image:AMCTC2.jpg|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
The AMC TC is a multi-character TC and gameplay modification. There are 8 characters to choose between, each with different weapon sets and items. Fight through the solar system against Duke&#039;s old enemies as well as other dark forces that each plan something unpleasent for Earth and Mars. A initial gameplay release with the finished characters, intromap, and Duke usermap episode is planned with actual story based releases later.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Duke Nukem: Return of the King&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Total conversion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Unreleased, In Development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[[User:Captain Awesome|Captain Awesome]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:DukeROTK.gif|200px]][[Image:DukeROTK2.gif|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Duke Nukem: Return of the King plans to centralize Duke&#039;s universe. The game will fix numerous bugs, graphical glitches, logical fallacies, and other problems with Duke3D. The mod will boast an impressive amount of new weapons, and a few alt-fire modes. It will also feature quite a few new enemies or variants, with improved coding over the originals. There is a new thought out approach to the traditional episodes, along with new missions for you to play. It plans to bring a completely fresh experience to the old game, while still being familiar and simple. This mod is 8bit exclusive, and completely incompatible with the HRP. Retains compatibility with &#039;&#039;most&#039;&#039; user-maps for replay value.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[http://hendricks266.duke4.net/dmdr.html Duke Meets DOOM Rebirth]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Total conversion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Unreleased as Rebirth, In Development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[[User:Hendricks 266|Hendricks266]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:DMDR_001.gif|200px]][[Image:DMDR_002.jpg|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Duke Meets DOOM Rebirth is an upgrade of the original vanilla TC &amp;quot;Duke Meets Doom&amp;quot;.  The basis for this mod is that the original maps are good, but the coding and artwork were sloppy.  There are three different art modes available.  The first is Classic, which consists of the artwork converted to the Duke palette.  The second is Faithful, which has the original artwork displayed as hightiles, so that it won&#039;t be hindered by the differences of the DOOM, Duke, and Shadow Warrior palettes.  The third is Updated, which introduces high-resolution content from the jDRP and related packages.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=31983 Cradle to Grave]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Total conversion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Daedalus, Dimebog, Daedolon, DeeperThought&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:Screen00.PNG|200px]][[Image:Screen01.png|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Cradle to Grave is a hyper-mod aiming to bring the frantic pace and hugely enjoyable gameplay of Blood (by Monolith Productions) into a new medium and with our new granted freedom we&#039;ll even be able to implement some of the ideas which didn&#039;t quite make it into the original, not limited to new and never released weaponry, enemies, gameplay modes and perhaps even magic. This product exists only as our homage to Blood&#039;s spirit and, if successful, it could help bring Blood&#039;s glory to new heights.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[[Duke Theft Auto]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Total conversion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Beta Released, In Development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[[User:The Commander|The Commander]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:DTA0000.jpg|200px]][[Image:DTA0001.jpg|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Duke Theft Auto is based upon the classic DMA/Rockstar game, &amp;quot;Grand Theft Auto&amp;quot; Run, Shoot, Kill, Car Jack your way through many cities on your way of becoming the number one criminal! &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; [http://www.moddb.com/games/duke-theft-auto Beta Released]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[http://totalduke.narod.ru RailSingle TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Total conversion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[[User:LipSheZ|LipSheZ]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:RS1.jpg|200px]][[Image:RS2.jpg|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Rail Single is a mod based on early version of DukePlus and includes some amazing features such as 22 weapon types (each weapon has 2 fire modes), approx 30 different voxel ammo pickups and 20 inventory items. Most of RS levels are king-size, but in the spirit of the original Duke Nukem: Atomic Edition. Some level segments made with LEBuild Map Editor.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Duke Nukem 64: Resurgence&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Total Conversion&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;In Development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Fox, Nukey, SomeThingEvil, Hellfire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:Duke64_1.png|200px]][[Image:Duke64_2.png|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Duke Nukem 64: Resurgence intends to bring this Nintendo experience from 1997 to yer PC.&lt;br /&gt;
&lt;br /&gt;
There will be some customization options, such as removing Nintendo censoring.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[http://hendricks266.duke4.net/nw_plus.html Duke: Nuclear Winter Plus]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Gameplay enhancement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Released, In Development&amp;lt;br&amp;gt; (Latest Version: &#039;&#039;&#039;v3.5&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[[User:Hendricks 266|Hendricks266]] and the Duke community&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:2492_nw.png|200px]][[Image:3240_3245.png|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Duke receives a telegram that the aliens have brainwashed Santa and are trying to steal Christmas!  The HRP of the classic Duke addon, Nuclear Winter, adds many new EDuke32-based elements to the game, and fixes most, if not all, of the original bugs.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[http://hendricks266.duke4.net/vaca_plus.html Duke Caribbean: Life&#039;s A Beach Plus]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Gameplay enhancement&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;Released, In Development&amp;lt;br&amp;gt; (Latest Version: &#039;&#039;&#039;v1.5&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee; padding-left: 5px;&amp;quot;&amp;gt;[[User:Hendricks 266|Hendricks266]] and the Duke community&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float: left; padding-right: 5px;&amp;quot;&amp;gt;[[Image:2492_vaca.png|200px]][[Image:3281_vaca.png|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Duke takes a vacation to the Caribbean and discovers that the aliens are using the tropical climate to breed.  The classic Duke 3D addon gets a modern facelift, and additional enhancements.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User:LordMisfit&amp;diff=8850</id>
		<title>User:LordMisfit</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User:LordMisfit&amp;diff=8850"/>
		<updated>2010-01-07T01:05:56Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not the greatest coder around, but I try. &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://naferia.duke4.net  Naferia&#039;s Reign: Invasion of the Dark Mistress Website]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Talk:Change_the_player%27s_jump_height&amp;diff=8325</id>
		<title>Talk:Change the player&#039;s jump height</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Talk:Change_the_player%27s_jump_height&amp;diff=8325"/>
		<updated>2009-07-13T22:22:04Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;would be nice if it were possible to do the opposite to get mario style jumps ;) [[User:Plugwash|Plugwash]] 20:34, 8 September 2005 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
&lt;br /&gt;
Those values are not exactly.&lt;br /&gt;
The player looks like to jump a very big height, I think that is a leftover from the Spacesuit and gravity.&lt;br /&gt;
&lt;br /&gt;
== Request for Article Name Change ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure if normal user can change article titles, but I added a few extra bits about making players jump higher, and the topic should probably be changed to &amp;quot;Limit or Extend the Height of the Player&#039;s Jump&amp;quot; instead of it&#039;s current value. Or I could make a new article if wanted, but I think these should be together since they&#039;re part of the same issue. - Misfit&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Poszv&amp;diff=8324</id>
		<title>Poszv</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Poszv&amp;diff=8324"/>
		<updated>2009-07-13T20:17:59Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[player]]&#039;s z velocity. Usually this maxes out at &#039;&#039;&#039;6144&#039;&#039;&#039; during most falls. If it reaches or exceeds &#039;&#039;&#039;2560&#039;&#039;&#039;, the [[falling_counter]] begins to increment. When jumping or flying, this value will become negative, usually up to a maximum of &#039;&#039;&#039;-4096&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Change_the_player%27s_jump_height&amp;diff=8323</id>
		<title>Change the player&#039;s jump height</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Change_the_player%27s_jump_height&amp;diff=8323"/>
		<updated>2009-07-13T20:16:54Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: small goof &amp;gt;.&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can use the player member [[jumping_counter]] to limit the player&#039;s jump to less Olympic heights, or make the player&#039;s jump even more superhuman.&lt;br /&gt;
&lt;br /&gt;
The [[jumping_counter]] increments from 0 (not jumping) to 1441 (end of jump) in increments of 180, as follows:&lt;br /&gt;
&lt;br /&gt;
 0&lt;br /&gt;
 181&lt;br /&gt;
 361&lt;br /&gt;
 541&lt;br /&gt;
 721&lt;br /&gt;
 901&lt;br /&gt;
 1081&lt;br /&gt;
 1261&lt;br /&gt;
 1441&lt;br /&gt;
&lt;br /&gt;
By manually setting the counter to 0 or a value above 1440 when the counter reaches one of these values, you can decrease the duration of the jump by effectively cancelling it mid-jump. Additionally, you can use a similar method to extend the jump height of the player.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a gamevar to hold the value of [[jumping_counter]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;gamevar temp 0 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inside the APLAYER actor, use the following code to cut the jump duration in half:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
getplayer[THISACTOR].jumping_counter temp&lt;br /&gt;
ifvare temp 721 &lt;br /&gt;
{&lt;br /&gt;
	setplayer[THISACTOR].jumping_counter 0 &lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to increase jump height instead of lowering it, you can do this instead:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
getplayer[THISACTOR].jumping_counter temp&lt;br /&gt;
ifvare temp 1261 &lt;br /&gt;
{&lt;br /&gt;
	setplayer[THISACTOR].jumping_counter 362 &lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The above example increases the jump duration by 5 tics. The default jumping height is 9 tics without any changes in the code. The reason 1 is added to the counter when a jump is extended is to prevent an endless jumping loop from occuring. It is recommended to check for 126x when extending the jump to maximize jumping velocity(or [[poszv]]).&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Jumping_counter&amp;diff=8322</id>
		<title>Jumping counter</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Jumping_counter&amp;diff=8322"/>
		<updated>2009-07-13T20:15:56Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Counts the length of time the player has been jumping.  The counter increments from 0 (not jumping) up to 1441 as follows:&lt;br /&gt;
&lt;br /&gt;
 0&lt;br /&gt;
 181&lt;br /&gt;
 361&lt;br /&gt;
 541&lt;br /&gt;
 721&lt;br /&gt;
 901&lt;br /&gt;
 1081&lt;br /&gt;
 1261&lt;br /&gt;
 1441&lt;br /&gt;
&lt;br /&gt;
Once it reaches 1441, it will reset to 0 and the player will begin falling.&lt;br /&gt;
&lt;br /&gt;
You can use this counter to [[limit the height of the player&#039;s jump|limit or extend the height of the player&#039;s jump]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Tutorials&amp;diff=8321</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Tutorials&amp;diff=8321"/>
		<updated>2009-07-13T20:14:18Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A small list of minor-level tutorials for examples of EDuke32&#039;s .CON coding power.&lt;br /&gt;
&lt;br /&gt;
* [[Artificial Intelligence 101]] - by [[User:Reaper_Man|Reaper_Man]]&lt;br /&gt;
* [[How_to_Change_the_Loading_Screen_Background|How To Change The Loading Screen Background]] - by [[User:The Commander|The Commander]]&lt;br /&gt;
* [[Value_controlled_rain_code|How To Control Rain On A Fine Scale]] - by [[User:Mblackwell|Mblackwell]]&lt;br /&gt;
* [[Limit_the_height_of_the_player%27s_jump|How To Limit/Extend The Player&#039;s Jumping Height]] - by [[User:Usurper|Usurper]] and [[User:LordMisfit|Lord Misfit]]&lt;br /&gt;
* [[How_to_make_a_clock|How To Make A In-game Clock]] - by [[User:The Commander|The Commander]]&lt;br /&gt;
* [[How_to_make_a_sprint_key|How To Make A Sprint Key]] - by [[User:James|James]]&lt;br /&gt;
* [[How_to_Make_a_Working_Keypad|How To Make A Working Keypad]] - by [[User:Dr. Kylstien|Dr. Kylstien]] and [[User:LordMisfit|Lord Misfit]]&lt;br /&gt;
* [[Make_actor_aim_vertical|How To Make An Actor Aim Vertically At Another]] - by [[User:Mblackwell|Mblackwell]]&lt;br /&gt;
* [[How_to_Make_Controllable_Security_Cameras|How To Make Controllable Security Cameras]] - by [[User:James|James]]&lt;br /&gt;
* [[How_to_Make_Models_Pitch|How To Make Models Pitch On Sloped Surfaces]] - by [[User:Dr. Kylstien|Dr. Kylstien]]&lt;br /&gt;
* [[Make_one_actor_face_another|How To Make One Actor Face Another]] - by [[User:TX|TerminX]]&lt;br /&gt;
* [[Make_Nightvision_light_rooms|How To Make The Night Vision Goggles Light Up Darkened Areas]] - by [[User:DeeperThought|DeeperThought]]&lt;br /&gt;
* [[How_to_Make_the_Player_Swim_Like_Modern_FPS|How To Make The Player Swim Like Modern FPS]] - by [[User:James|James]]&lt;br /&gt;
* [[How_to_Make_the_Screen_Tilt_While_Using_Jetpack|How To Make The Screen Tilt While Using Jetpack]] - by [[User:Captain Awesome|Captain Awesome]]&lt;br /&gt;
* [[Prevent_fall_damage_or_falling_death|How To Prevent Damage/Death From Long Falls]] - by [[User:LordMisfit|Lord Misfit]]&lt;br /&gt;
* [[Eliminate_player_self-damage|How To Prevent Players/Actors From Inflicting Self-Damage]] - by [[User:DeeperThought|DeeperThought]]&lt;br /&gt;
* [[How_to_Make_One_Actor_Shoot_RPG/Devastator_Correctly|How To Shoot The Five Types Of RPGs]] - by [[User:Ilovefoxes|Ilovefoxes]] and [[User:Hendricks 266|Hendricks266]]&lt;br /&gt;
* [[Improve The Third Person View with Zoom]] - by [[User:Muelsa|Muelsa]]&lt;br /&gt;
* These are a series of tutorials that explain how to fix bugs that exist in the original .CON code.&lt;br /&gt;
*# [[Eliminate_Shrunk_Enemies_Attacking_Bug|How To Eliminate The &amp;quot;Shrunk Enemies Attacking&amp;quot; Bug]] - by [[User:Ilovefoxes|Ilovefoxes]]&lt;br /&gt;
*# [[Enable_and_fix_minibosses|How To Enable And Fix The Minibosses]] - by [[User:Hendricks 266|Hendricks266]] and [[User:Ilovefoxes|Ilovefoxes]]&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Change_the_player%27s_jump_height&amp;diff=8320</id>
		<title>Change the player&#039;s jump height</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Change_the_player%27s_jump_height&amp;diff=8320"/>
		<updated>2009-07-13T20:08:31Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can use the player member [[jumping_counter]] to limit the player&#039;s jump to less Olympic heights, or make the player&#039;s jump even more superhuman.&lt;br /&gt;
&lt;br /&gt;
The [[jumping_counter]] increments from 0 (not jumping) to 1441 (end of jump) in increments of 180, as follows:&lt;br /&gt;
&lt;br /&gt;
 0&lt;br /&gt;
 181&lt;br /&gt;
 361&lt;br /&gt;
 541&lt;br /&gt;
 721&lt;br /&gt;
 901&lt;br /&gt;
 1081&lt;br /&gt;
 1261&lt;br /&gt;
 1441&lt;br /&gt;
&lt;br /&gt;
By manually setting the counter to 0 or a value above 1440 when the counter reaches one of these values, you can decrease the duration of the jump by effectively cancelling it mid-jump. Additionally, you can use a similar method to extend the jump height of the player.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a gamevar to hold the value of [[jumping_counter]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;gamevar temp 0 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inside the APLAYER actor, use the following code to cut the jump duration in half:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
getplayer[THISACTOR].jumping_counter temp&lt;br /&gt;
ifvare temp 721 &lt;br /&gt;
{&lt;br /&gt;
	setplayer[THISACTOR].jumping_counter 0 &lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to increase jump height instead of lowering it, you can do this instead:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
getplayer[THISACTOR].jumping_counter temp&lt;br /&gt;
ifvare temp 1261 &lt;br /&gt;
{&lt;br /&gt;
	setplayer[THISACTOR].jumping_counter 362 &lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The above example increases the jump duration by 5 tics. The default jumping height is 9 tics without any changes in the code. The reason 1 is added to the counter when a jump is extended is to prevent an endless jumping loop from occuring. It is recommended to check for 128x when extending the jump to maximize jumping velocity(or [[poszv]]).&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Change_the_player%27s_jump_height&amp;diff=8319</id>
		<title>Change the player&#039;s jump height</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Change_the_player%27s_jump_height&amp;diff=8319"/>
		<updated>2009-07-13T20:08:05Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: Adding some info on extending jump height (Lord Misfit edit)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can use the player member [[jumping_counter]] to limit the player&#039;s jump to less Olympic heights.&lt;br /&gt;
&lt;br /&gt;
The [[jumping_counter]] increments from 0 (not jumping) to 1441 (end of jump) in increments of 180, as follows:&lt;br /&gt;
&lt;br /&gt;
 0&lt;br /&gt;
 181&lt;br /&gt;
 361&lt;br /&gt;
 541&lt;br /&gt;
 721&lt;br /&gt;
 901&lt;br /&gt;
 1081&lt;br /&gt;
 1261&lt;br /&gt;
 1441&lt;br /&gt;
&lt;br /&gt;
By manually setting the counter to 0 or a value above 1440 when the counter reaches one of these values, you can decrease the duration of the jump by effectively cancelling it mid-jump. Additionally, you can use a similar method to extend the jump height of the player.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need a gamevar to hold the value of [[jumping_counter]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;gamevar temp 0 2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inside the APLAYER actor, use the following code to cut the jump duration in half:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
getplayer[THISACTOR].jumping_counter temp&lt;br /&gt;
ifvare temp 721 &lt;br /&gt;
{&lt;br /&gt;
	setplayer[THISACTOR].jumping_counter 0 &lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to increase jump height instead of lowering it, you can do this instead:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
getplayer[THISACTOR].jumping_counter temp&lt;br /&gt;
ifvare temp 1261 &lt;br /&gt;
{&lt;br /&gt;
	setplayer[THISACTOR].jumping_counter 362 &lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The above example increases the jump duration by 5 tics. The default jumping height is 9 tics without any changes in the code. The reason 1 is added to the counter when a jump is extended is to prevent an endless jumping loop from occuring. It is recommended to check for 128x when extending the jump to maximize jumping velocity(or [[poszv]]).&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=8284</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=8284"/>
		<updated>2009-06-15T09:09:38Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: NR&amp;#039;s Duke4.net mirror link :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Mods List===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px solid #000&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td width=&amp;quot;200px&amp;quot;&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;200px&amp;quot;&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator[s] / Other Developer[s]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.zxdware.net/NR/ Naferia&#039;s Reign: Invasion of the Dark Mistress] - [http://naferia.duke4.net &#039;&#039;Mirror&#039;&#039;]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;br&amp;gt; (Latest Version: &#039;&#039;&#039;5.14.05162009&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:LordMisfit|Lord Misfit]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:NRIOTDM-1.png|200px]][[Image:NRIOTDM-2.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;What will come to be an alternate-universe Duke Nukem story revolving around a pivotal point in the history of Duke Nukem and the Aliens he has faced since the original Duke Nukem 3D. Duke is no longer working alone in his quest, as his enemies ramp up their power and allegiances substantially, as well as their intelligence to a point. Play as up to 15 different characters, with the ability to use multiple characters in the same party, unlike in Hexen[and more like a real RPG]. Monsters are more interactive and to a point more intelligent, able to grab items like health and armor, get damaged by slime and other hazards, and even pick up powerups to make them deadlier in combat. Find money laying around or get it out of your characters&#039; ATM accounts, and use it to buy new items from shops or other NPCs. Voice Acting is also present.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/9541/duke-nukem-weapon-of-mass-destruction Duke Nukem: Weapon of Mass Destruction]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;br&amp;gt;(Latest Release: &#039;&#039;&#039;1.52 [beta]&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Dnwmd1.jpg|200px]][[Image:Dnwmd2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Duke Nukem: Weapon of Mass Destruction is a gameplay mod for Duke Nukem 3D. It has tons of new weapon modes, enemies, and player abilities, such as UT style dodge moves, spinning hook kicks, and a Duke bot companion who fights by your side. In some levels you can even get in your skycar and fly it, doing bombing runs on enemies.  In DNWMD, Duke collects glowing coins from slain enemies which are used to purchase various upgrades via a mouse controlled menu. In addition, each of Duke&#039;s weapons has its own experience level which increases with use.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://deeperthought.dukertcm.com/dp/ Duke Plus]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;br&amp;gt;(Latest Release: &#039;&#039;&#039;2.01&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:DP1.jpg|200px]][[Image:DP2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Enhanced Engine Design Capabilities, including: Transparent Water; Giving Monsters Special Flags; Climbable Ladders; Mantling/Grappling on ledges; Bot-Allies; Footstep Sounds; Rain and Snow-based weather effects; Quake3-Style Jump Pads; Slippery Floors; etc. [http://www.picturepush.com/public/652573 Gravity gun footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=32161 HellDuke TC!]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;br&amp;gt;(Latest Release: &#039;&#039;&#039;1.3&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;XTHX2, Quakis (Inactive), Broiler1985, Rolls, Fantinaikos, SuperGoofy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:scr1.jpg|200px]][[Image:scr2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;HellDukeTC! will make your doom become alive, as the thread name calls it. My main purpose is to create Doom with a different angle and of course my secret recipe. As well as aiming to have a doom theme, we will also introduce you what hell actually means. It is still under development, however it is playable enough with it&#039;s satisfying levels, new enemies, new additions, new WEAPONS!, new HUD, CON scripted EVENTS, and much more. And last but not least, extra information can be found at hellreadme.txt. If you have any questions, you can ask me, XTHX2, and contact me. If you like Doom, and if you like challenges, this TC is just what you are in need of!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://files.filefront.com/Nuclear+Showdown+v11zip/;12148372;/fileinfo.html Nuclear Showdown v1.1]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Jblade|James Stanfield]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:NS01.jpg|200px]][[Image:NS02.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Nuclear showdown is a gameplay mod for Duke Nukem that adds many features such as new weapons, enemies, effects to the default game as well as usermaps - it is built so you can play your favourite usermaps with, even ones that use custom art. You can also play through Duke it out in DC if you have it. The TC also includes several features for mappers like more keycards, items such as the spacesuit and toolkit, and more textures to work with.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=25830 The AWOL Project Source]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, Incomplete Source&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Reaper_Man|Reaper_Man]], Hudson, Mblackwell, and the entire AWOL TC Team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:AWOL1.jpg|200px]][[Image:AWOL2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The AWOL Project Source is the release of the source files for the once highly anticipated mod, The AWOL Project. After several years of sitting idly on the hard drives of the creators, Reaper_Man and Hudson decided to release all of the content for the TC to those who might find it useful. The release includes a few demo maps showing off various effects and AI, as well as all 3 of the drivable vehicles. Most of the code is complete but very few of the maps are. There is an Official 1.0 Patch as well as the AWOL Map Pack available for download also.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://hosted.filefront.com/kenia43 Duke Nukem Army]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Official final Release&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Kenia|Kenia]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Teaser2.jpg|200px]][[Image:Teaser3.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;A TC that changes Duke Nukem 3D into an exaggerated army-style shooter with various multiplayer additions (CTF, Hill Defend, Assault). Main focus is multi-player (though 1 playable single-player episode is included) and the massive unrealistic use of gore elements to turn the TC in kind of a &amp;quot;splatter game&amp;quot;. [http://www.youtube.com/watch?v=xl1E9BtOe9U Gameplay footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=30761 WG Medieval Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;William Gee, [[User:DeeperThought|DeeperThought]], Hellbound&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:WG1.jpg|200px]][[Image:WG2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Medieval mod with melee combat, magic bows, skeleton knights, dragons and demons. [http://www.picturepush.com/public/590728 Gameplay footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=25350 Symphony of Orekia (AKA The Mansion)]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Quakis&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Mansion1.jpg|200px]][[Image:Mansion2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Resident Evil-style TC with Demons and creepy interiors. &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=9670 Decay]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Hudson, MBlackWell, Hellbound, Cage, others&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Decay1.jpg|200px]][[Image:Decay2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Survival-horror TC with zombies! &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=30962 Blood TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:M210|M210]], Zykov Eddy, KLIMaka, Possessed-by-zeal, others&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Blood1.jpg|200px]][[Image:Blood2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;BloodTC is a recreation of Blood (by Monolith Productions) for eDuke32 to bring all the fun and action of Blood to the Eduke32 port. This mod will be more powerful in the future, considering Eduke32 keeps getting better and better.Big thanks LipSheZ, The Lezing, Sanek, XTHX2, Ilovefoxes, DeeperThought. &lt;br /&gt;
&#039;&#039;&#039;Some videos&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.youtube.com/watch?v=3thhSyIGPZQ BloodTC Beta Video E1M1]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.youtube.com/watch?v=rhNNtd0Sp9w Animation of weapon test and some effects]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.youtube.com/watch?v=2r2qj5pTAJs Second weapon-test Video]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://amc.planetduke.gamespy.com/smf/index.php?topic=7591.0 AMC TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;James Stanfield and AMC&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:AMCTC1.jpg|200px]][[Image:AMCTC2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The AMC TC is a multi-character TC and gameplay modification. There are 8 characters to choose between, each with different weapon sets and items. Fight through the solar system against Duke&#039;s old enemies as well as other dark forces that each plan something unpleasent for Earth and Mars. A initial gameplay release with the finished characters, intromap, and Duke usermap episode is planned with actual story based releases later.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Duke Nukem: Return of the King&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, In Development, Indefinite Hiatus due to Computer Crash&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Captain Awesome|Captain Awesome]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:DukeROTK.gif|200px]][[Image:DukeROTK2.gif|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Duke Nukem: Return of the King plans to centralize Duke&#039;s universe. The game will fix numerous bugs, graphical glitches, logical fallacies, and other problems with Duke3D. The mod will boast an impressive amount of new weapons, and a few alt-fire modes. It will also feature quite a few new enemies or variants, with improved coding over the originals. There is a new thought out approach to the traditional episodes, along with new missions for you to play. It plans to bring a completely fresh experience to the old game, while still being familiar and simple. This mod is 8bit exclusive, and completely incompatible with the HRP. Retains compatibility with &#039;&#039;most&#039;&#039; user-maps for replay value.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Duke Meets DOOM Rebirth&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased as Rebirth, In Development, On Temporary Hiatus due to Lack of Time and Interest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Hendricks 266|Hendricks266]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:DMDR_001.gif|200px]][[Image:DMDR_002.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Duke Meets DOOM Rebirth is an upgrade of the original vanilla TC &amp;quot;Duke Meets Doom&amp;quot;.  The basis for this mod is that the original maps are good, but the coding and artwork were sloppy.  There are three different flavors available.  The first is Classic, which will work in 8-Bit mode.  The second is Faithful, which has highres versions of the original art so that the differences of the DOOM and Duke palettes will not hinder it.  The third is Updated, which introduces highres content from the jDRP and friends.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=31983 Cradle to Grave]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Daedalus, Dimebog, Daedolon, DeeperThought&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Screen00.PNG|200px]][[Image:Screen01.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Cradle to Grave is a hyper-mod aiming to bring the frantic pace and hugely enjoyable gameplay of Blood (by Monolith Productions) into a new medium and with our new granted freedom we&#039;ll even be able to implement some of the ideas which didn&#039;t quite make it into the original, not limited to new and never released weaponry, enemies, gameplay modes and perhaps even magic. This product exists only as our homage to Blood&#039;s spirit and, if successful, it could help bring Blood&#039;s glory to new heights.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[Duke Theft Auto]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Alpha Released, In Development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:The Commander|The Commander]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:DTA0000.jpg|200px]][[Image:DTA0001.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Duke Theft Auto is based upon the classic DMA/Rockstar game, &amp;quot;Grand Theft Auto&amp;quot; Run, Shoot, Kill, Car Jack your way through many cities on your way of becoming the number one criminal! &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; [http://rapidshare.com/files/145670924/DTA_Alpha1.rar.html Alpha Released] for performance testing issues.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://totalduke.narod.ru RailSingle TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:LipSheZ|LipSheZ]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:RS1.jpg|200px]][[Image:RS2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Rail Single is a mod based on early version of DukePlus and includes some amazing features such as 22 weapon types (each weapon has 2 fire modes), approx 30 different voxel ammo pickups and 20 inventory items. Most of RS levels are king-size, but in the spirit of the original Duke Nukem: Atomic Edition. Some level segments made with LEBuild Map Editor.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=15349 Duke: Nuclear Winter HRP]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, In Development&amp;lt;br&amp;gt; (Latest Version: &#039;&#039;&#039;v3.5&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Hendricks 266|Hendricks266]] and the Duke community&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:2492_nw.png|200px]][[Image:3240_3245.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Duke receives a telegram that the aliens have brainwashed Santa and are trying to steal Christmas!  The HRP of the classic Duke addon, Nuclear Winter, adds many new EDuke32-based elements to the game, and fixes most, if not all, of the original bugs.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=26457 Duke Caribbean: Life&#039;s A Beach HRP]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, In Development&amp;lt;br&amp;gt; (Latest Version: &#039;&#039;&#039;v1.5&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Hendricks 266|Hendricks266]] and the Duke community&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:2492_vaca.png|200px]][[Image:3281_vaca.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Duke takes a vacation to the Caribbean and discovers that the aliens are using the tropical climate to breed.  The classic Duke 3D addon gets a modern facelift, and additional enhancements.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Event_list&amp;diff=6953</id>
		<title>Event list</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Event_list&amp;diff=6953"/>
		<updated>2008-06-08T20:17:01Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &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_CHANGEWEAPON]]&lt;br /&gt;
*[[EVENT_CHEATGETBOOT]]&lt;br /&gt;
*[[EVENT_CHEATGETFIRSTAID]]&lt;br /&gt;
*[[EVENT_CHEATGETHEAT]]&lt;br /&gt;
*[[EVENT_CHEATGETHOLODUKE]]&lt;br /&gt;
*[[EVENT_CHEATGETJETPACK]]&lt;br /&gt;
*[[EVENT_CHEATGETSCUBA]]&lt;br /&gt;
*[[EVENT_CHEATGETSHIELD]]&lt;br /&gt;
*[[EVENT_CHEATGETSTEROIDS]]&lt;br /&gt;
*[[EVENT_CROUCH]]&lt;br /&gt;
*[[EVENT_DISPLAYBONUSSCREEN]]&lt;br /&gt;
*[[EVENT_DISPLAYCROSSHAIR]]&lt;br /&gt;
*[[EVENT_DISPLAYLOADINGSCREEN]]&lt;br /&gt;
*[[EVENT_DISPLAYMENU]]&lt;br /&gt;
*[[EVENT_DISPLAYMENUREST]]&lt;br /&gt;
*[[EVENT_DISPLAYREST]]&lt;br /&gt;
*[[EVENT_DISPLAYROOMS]]&lt;br /&gt;
*[[EVENT_DISPLAYSBAR]]&lt;br /&gt;
*[[EVENT_DISPLAYWEAPON]]&lt;br /&gt;
*[[EVENT_DOFIRE]]&lt;br /&gt;
*[[EVENT_DRAWWEAPON]]&lt;br /&gt;
*[[EVENT_EGS]]&lt;br /&gt;
*[[EVENT_ENTERLEVEL]]&lt;br /&gt;
*[[EVENT_FAKEDOMOVETHINGS]]&lt;br /&gt;
*[[EVENT_FIRE]]&lt;br /&gt;
*[[EVENT_FIREWEAPON]]&lt;br /&gt;
*[[EVENT_GAME]]&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_GETAUTOAIMANGLE]]&lt;br /&gt;
*[[EVENT_GETLOADTILE]]&lt;br /&gt;
*[[EVENT_GETMENUTILE]]&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]]&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_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;
*[[EVENT_RESETPLAYER]]&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_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;
All [[events]] are accessed using the [[onevent]] command.&lt;br /&gt;
&lt;br /&gt;
[[Category:Event manipulation]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Event_list&amp;diff=6952</id>
		<title>Event list</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Event_list&amp;diff=6952"/>
		<updated>2008-06-08T20:15:24Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &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_CHANGEWEAPON]]&lt;br /&gt;
*[[EVENT_CHEATGETBOOT]]&lt;br /&gt;
*[[EVENT_CHEATGETFIRSTAID]]&lt;br /&gt;
*[[EVENT_CHEATGETHEAT]]&lt;br /&gt;
*[[EVENT_CHEATGETHOLODUKE]]&lt;br /&gt;
*[[EVENT_CHEATGETJETPACK]]&lt;br /&gt;
*[[EVENT_CHEATGETSCUBA]]&lt;br /&gt;
*[[EVENT_CHEATGETSHIELD]]&lt;br /&gt;
*[[EVENT_CHEATGETSTEROIDS]]&lt;br /&gt;
*[[EVENT_CROUCH]]&lt;br /&gt;
*[[EVENT_DISPLAYBONUSSCREEN]]&lt;br /&gt;
*[[EVENT_DISPLAYCROSSHAIR]]&lt;br /&gt;
*[[EVENT_DISPLAYLOADINGSCREEN]]&lt;br /&gt;
*[[EVENT_DISPLAYMENU]]&lt;br /&gt;
*[[EVENT_DISPLAYMENUREST]]&lt;br /&gt;
*[[EVENT_DISPLAYREST]]&lt;br /&gt;
*[[EVENT_DISPLAYROOMS]]&lt;br /&gt;
*[[EVENT_DISPLAYSBAR]]&lt;br /&gt;
*[[EVENT_DISPLAYWEAPON]]&lt;br /&gt;
*[[EVENT_DOFIRE]]&lt;br /&gt;
*[[EVENT_DRAWWEAPON]]&lt;br /&gt;
*[[EVENT_EGS]]&lt;br /&gt;
*[[EVENT_ENTERLEVEL]]&lt;br /&gt;
*[[EVENT_FAKEDOMOVETHINGS]]&lt;br /&gt;
*[[EVENT_FIRE]]&lt;br /&gt;
*[[EVENT_FIREWEAPON]]&lt;br /&gt;
*[[EVENT_GAME]]&lt;br /&gt;
*[[EVENT_GETAUTOAIMANGLE]]&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_GETLOADTILE]]&lt;br /&gt;
*[[EVENT_GETMENUTILE]]&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]]&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_NEXTWEAPON]]&lt;br /&gt;
*[[EVENT_PRESSEDFIRE]]&lt;br /&gt;
*[[EVENT_PREVIOUSWEAPON]]&lt;br /&gt;
*[[EVENT_PROCESSINPUT]]&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_QUICKKICK]]&lt;br /&gt;
*[[EVENT_RESETINVENTORY]]&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;
All [[events]] are accessed using the [[onevent]] command.&lt;br /&gt;
&lt;br /&gt;
[[Category:Event manipulation]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6934</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6934"/>
		<updated>2008-06-01T12:21:47Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: /* Mods List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Users are encouraged to add links to known EDuke32 mods to this page.&lt;br /&gt;
&lt;br /&gt;
===Mods List===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px solid #000&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td width=&amp;quot;200px&amp;quot;&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;200px&amp;quot;&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.zxdware.net/NR/ Naferia&#039;s Reign: Invasion of the Dark Mistress]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;br&amp;gt; (Latest Version: &#039;&#039;&#039;5.05.05292008&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:LordMisfit|Lord Misfit]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:NRIOTDM-1.png|200px]][[Image:NRIOTDM-2.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;What will come to be an alternate-universe Duke Nukem story revolving around a pivotal point in the history of Duke Nukem and the Aliens he has faced since the original Duke Nukem 3D. Duke is no longer working alone in his quest, as his enemies ramp up their power and allegiances substantially, as well as their intelligence to a point. Play as up to 15 different characters, with the ability to use multiple characters in the same party, unlike in Hexen[and more like a real RPG]. Monsters are more interactive and to a point more intelligent, able to grab items like health and armor, get damaged by slime and other hazards, and even pick up powerups to make them deadlier in combat. Find money laying around or get it out of your characters&#039; ATM accounts, and use it to buy new items from shops or other NPCs. Voice Acting is also present.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/9541/duke-nukem-weapon-of-mass-destruction Duke Nukem: Weapon of Mass Destruction]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Dnwmd1.jpg|200px]][[Image:Dnwmd2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Duke Nukem: Weapon of Mass Destruction is a gameplay mod for Duke Nukem 3D. It has tons of new weapon modes, enemies, and player abilities, such as UT style dodge moves, spinning hook kicks, and a Duke bot companion who fights by your side. In some levels you can even get in your skycar and fly it, doing bombing runs on enemies.  In DNWMD, Duke collects glowing coins from slain enemies which are used to purchase various upgrades via a mouse controlled menu. In addition, each of Duke&#039;s weapons has its own experience level which increases with use.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.csus.edu/indiv/g/gaskilld/DukePlus.rar Duke Plus]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:DP1.jpg|200px]][[Image:DP2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Enhanced Engine Design Capabilities, including: Transparent Water; Giving Monsters Special Flags; Climbable Ladders; Mantling/Grappling on ledges; Bot-Allies; Footstep Sounds; Rain and Snow-based weather effects; Quake3-Style Jump Pads; Slippery Floors; etc. [http://www.picturepush.com/public/652573 Gravity gun footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://files.filefront.com/Nuclear+Showdown+v10zip/;8218523;;/fileinfo.html Nuclear Showdown]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Jblade|James Stanfield]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:NS01.jpg|200px]][[Image:NS02.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Nuclear showdown is a gameplay mod for Duke Nukem that adds many features such as new weapons, enemies, effects to the default game as well as usermaps - it is built so you can play your favourite usermaps with, even ones that use custom art. You can also play through Duke it out in DC if you have it. The TC also includes several features for mappers like more keycards, items such as the spacesuit and toolkit, and more textures to work with.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=25830 The AWOL Project Source]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, Incomplete Source&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Reaper_Man|Reaper_Man]], Hudson, Mblackwell, and the entire AWOL TC Team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:AWOL1.jpg|200px]][[Image:AWOL2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The AWOL Project Source is the release of the source files for the once highly anticipated mod, The AWOL Project. After several years of sitting idly on the hard drives of the creators, Reaper_Man and Hudson decided to release all of the content for the TC to those who might find it useful. The release includes a few demo maps showing off various effects and AI, as well as all 3 of the drivable vehicles. Most of the code is complete but very few of the maps are. There is an Official 1.0 Patch as well as the AWOL Map Pack available for download also.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://hosted.filefront.com/kenia43 Duke Nukem Army]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unfinished release, development ceased&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Kenia|Kenia]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Teaser2.jpg|200px]][[Image:Teaser3.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;A TC that changes Duke Nukem 3D into an exaggerated army-style shooter. [http://www.youtube.com/watch?v=xl1E9BtOe9U Gameplay footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/10844/duke-nukem-3d-stargate-mod Stargate Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:The Commander|The Commander]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:SGMOD1.jpg|200px]][[Image:SGMOD2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The Stargate Mod for Duke Nukem 3D uses Duke Plus as a base. Fight against the Replicators and visit off-world deserts, forests, space ships, and even Atlantis&amp;amp;mdash;where anything can happen!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=31395 Madness Guts in the RooM]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;1master1tc&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Madness2.jpg|200px]][[Image:Madness3.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Silent-hill themed TC. [http://youtube.com/watch?v=G252CzfkJZE Link to trailer]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=30761 WG Medieval Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;William Gee, [[User:DeeperThought|DeeperThought]], Hellbound&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:WG1.jpg|200px]][[Image:WG2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Medieval mod with melee combat, magic bows, skeleton knights, dragons and demons. [http://www.picturepush.com/public/590728 Gameplay footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=25350 Symphony of Orekia (AKA The Mansion)]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Quakis&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Mansion1.jpg|200px]][[Image:Mansion2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Resident Evil-style TC with Demons and creepy interiors. &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=9670 Decay]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Hudson, Cage, others&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Decay1.jpg|200px]][[Image:Decay2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Survival-horror TC with zombies! &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=30962 Blood TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;M210&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Blood1.jpg|200px]][[Image:Blood2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Recreation of Blood with EDuke32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://amc.planetduke.gamespy.com/smf/index.php?topic=7591.0 AMC TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;James Stanfield and AMC&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:AMCTC1.jpg|200px]][[Image:AMCTC2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The AMC TC is a multi-character TC and gameplay modification. There are 8 characters to choose between, each with different weapon sets and items. Fight through the solar system against Duke&#039;s old enemies as well as other dark forces that each plan something unpleasent for Earth and Mars. A initial gameplay release with the finished characters, intromap, and Duke usermap episode is planned with actual story based releases later.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://duke3d.bur.st/forum/index.php?topic=42.0 Action Duke]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, In Development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Captain Awesome|Captain Awesome]] and [[User:Hendricks 266|Hendricks266]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Actionduke1.png|200px]][[Image:Actionduke2.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Action Duke is a mod that plans to take all weapons, characters, and items from the extended Duke universe, and from other BUILD and related games. Is on a slight hiatus, since coder Hendricks266 has to stop work. Captain Awesome (AKA BlitZ) is still working on artwork and some maps. Will not be a gameplay mod, but rather a full mod. Screenshots are only to show artwork, not a completed map.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6933</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6933"/>
		<updated>2008-06-01T03:02:22Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: Updated Screenshots for NR to 5.05.05292008 ones. &amp;gt;.&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Users are encouraged to add links to known EDuke32 mods to this page.&lt;br /&gt;
&lt;br /&gt;
===Mods List===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px solid #000&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td width=&amp;quot;200px&amp;quot;&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;200px&amp;quot;&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.zxdware.net/NR/ Naferia&#039;s Reign: Invasion of the Dark Mistress]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;br&amp;gt; (Last Version: &#039;&#039;&#039;5.05.05292008&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:LordMisfit|Lord Misfit]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:NRIOTDM-1.png|200px]][[Image:NRIOTDM-2.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;What will come to be an alternate-universe Duke Nukem story revolving around a pivotal point in the history of Duke Nukem and the Aliens he has faced since the original Duke Nukem 3D. Duke is no longer working alone in his quest, as his enemies ramp up their power and allegiances substantially, as well as their intelligence to a point. Play as up to 15 different characters, with the ability to use multiple characters in the same party, unlike in Hexen[and more like a real RPG]. Monsters are more interactive and to a point more intelligent, able to grab items like health and armor, get damaged by slime and other hazards, and even pick up powerups to make them deadlier in combat. Find money laying around or get it out of your characters&#039; ATM accounts, and use it to buy new items from shops or other NPCs. Voice Acting is also present.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/9541/duke-nukem-weapon-of-mass-destruction Duke Nukem: Weapon of Mass Destruction]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Dnwmd1.jpg|200px]][[Image:Dnwmd2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Duke Nukem: Weapon of Mass Destruction is a gameplay mod for Duke Nukem 3D. It has tons of new weapon modes, enemies, and player abilities, such as UT style dodge moves, spinning hook kicks, and a Duke bot companion who fights by your side. In some levels you can even get in your skycar and fly it, doing bombing runs on enemies.  In DNWMD, Duke collects glowing coins from slain enemies which are used to purchase various upgrades via a mouse controlled menu. In addition, each of Duke&#039;s weapons has its own experience level which increases with use.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.csus.edu/indiv/g/gaskilld/DukePlus.rar Duke Plus]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:DP1.jpg|200px]][[Image:DP2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Enhanced Engine Design Capabilities, including: Transparent Water; Giving Monsters Special Flags; Climbable Ladders; Mantling/Grappling on ledges; Bot-Allies; Footstep Sounds; Rain and Snow-based weather effects; Quake3-Style Jump Pads; Slippery Floors; etc. [http://www.picturepush.com/public/652573 Gravity gun footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://files.filefront.com/Nuclear+Showdown+v10zip/;8218523;;/fileinfo.html Nuclear Showdown]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Jblade|James Stanfield]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:NS01.jpg|200px]][[Image:NS02.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Nuclear showdown is a gameplay mod for Duke Nukem that adds many features such as new weapons, enemies, effects to the default game as well as usermaps - it is built so you can play your favourite usermaps with, even ones that use custom art. You can also play through Duke it out in DC if you have it. The TC also includes several features for mappers like more keycards, items such as the spacesuit and toolkit, and more textures to work with.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=25830 The AWOL Project Source]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, Incomplete Source&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Reaper_Man|Reaper_Man]], Hudson, Mblackwell, and the entire AWOL TC Team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:AWOL1.jpg|200px]][[Image:AWOL2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The AWOL Project Source is the release of the source files for the once highly anticipated mod, The AWOL Project. After several years of sitting idly on the hard drives of the creators, Reaper_Man and Hudson decided to release all of the content for the TC to those who might find it useful. The release includes a few demo maps showing off various effects and AI, as well as all 3 of the drivable vehicles. Most of the code is complete but very few of the maps are. There is an Official 1.0 Patch as well as the AWOL Map Pack available for download also.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://hosted.filefront.com/kenia43 Duke Nukem Army]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unfinished release, development ceased&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Kenia|Kenia]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Teaser2.jpg|200px]][[Image:Teaser3.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;A TC that changes Duke Nukem 3D into an exaggerated army-style shooter. [http://www.youtube.com/watch?v=xl1E9BtOe9U Gameplay footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/10844/duke-nukem-3d-stargate-mod Stargate Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:The Commander|The Commander]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:SGMOD1.jpg|200px]][[Image:SGMOD2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The Stargate Mod for Duke Nukem 3D uses Duke Plus as a base. Fight against the Replicators and visit off-world deserts, forests, space ships, and even Atlantis&amp;amp;mdash;where anything can happen!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=31395 Madness Guts in the RooM]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;1master1tc&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Madness2.jpg|200px]][[Image:Madness3.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Silent-hill themed TC. [http://youtube.com/watch?v=G252CzfkJZE Link to trailer]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=30761 WG Medieval Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;William Gee, [[User:DeeperThought|DeeperThought]], Hellbound&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:WG1.jpg|200px]][[Image:WG2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Medieval mod with melee combat, magic bows, skeleton knights, dragons and demons. [http://www.picturepush.com/public/590728 Gameplay footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=25350 Symphony of Orekia (AKA The Mansion)]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Quakis&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Mansion1.jpg|200px]][[Image:Mansion2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Resident Evil-style TC with Demons and creepy interiors. &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=9670 Decay]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Hudson, Cage, others&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Decay1.jpg|200px]][[Image:Decay2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Survival-horror TC with zombies! &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=30962 Blood TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;M210&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Blood1.jpg|200px]][[Image:Blood2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Recreation of Blood with EDuke32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://amc.planetduke.gamespy.com/smf/index.php?topic=7591.0 AMC TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;James Stanfield and AMC&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:AMCTC1.jpg|200px]][[Image:AMCTC2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The AMC TC is a multi-character TC and gameplay modification. There are 8 characters to choose between, each with different weapon sets and items. Fight through the solar system against Duke&#039;s old enemies as well as other dark forces that each plan something unpleasent for Earth and Mars. A initial gameplay release with the finished characters, intromap, and Duke usermap episode is planned with actual story based releases later.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://duke3d.bur.st/forum/index.php?topic=42.0 Action Duke]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, In Development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Captain Awesome|Captain Awesome]] and [[User:Hendricks 266|Hendricks266]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Actionduke1.png|200px]][[Image:Actionduke2.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Action Duke is a mod that plans to take all weapons, characters, and items from the extended Duke universe, and from other BUILD and related games. Is on a slight hiatus, since coder Hendricks266 has to stop work. Captain Awesome (AKA BlitZ) is still working on artwork and some maps. Will not be a gameplay mod, but rather a full mod. Screenshots are only to show artwork, not a completed map.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=File:NRIOTDM-2.png&amp;diff=6932</id>
		<title>File:NRIOTDM-2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=File:NRIOTDM-2.png&amp;diff=6932"/>
		<updated>2008-06-01T03:00:57Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: A more up to date screenshot of Naferia&amp;#039;s Reign for the Mods page. [Version 5.05.05292008]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A more up to date screenshot of Naferia&#039;s Reign for the Mods page. [Version 5.05.05292008]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=File:NRIOTDM-1.png&amp;diff=6931</id>
		<title>File:NRIOTDM-1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=File:NRIOTDM-1.png&amp;diff=6931"/>
		<updated>2008-06-01T03:00:22Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: A more up to date screenshot of Naferia&amp;#039;s Reign for the Mods page. [Version 5.05.05292008]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A more up to date screenshot of Naferia&#039;s Reign for the Mods page. [Version 5.05.05292008]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6930</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6930"/>
		<updated>2008-06-01T02:22:29Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: /* Mods List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Users are encouraged to add links to known EDuke32 mods to this page.&lt;br /&gt;
&lt;br /&gt;
===Mods List===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px solid #000&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td width=&amp;quot;200px&amp;quot;&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;200px&amp;quot;&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.zxdware.net/NR/ Naferia&#039;s Reign: Invasion of the Dark Mistress]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;br&amp;gt; (Last Version: &#039;&#039;&#039;5.05.05292008&#039;&#039;&#039;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:LordMisfit|Lord Misfit]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Naferia1.png|200px]][[Image:Naferia2.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;What will come to be an alternate-universe Duke Nukem story revolving around a pivotal point in the history of Duke Nukem and the Aliens he has faced since the original Duke Nukem 3D. Duke is no longer working alone in his quest, as his enemies ramp up their power and allegiances substantially, as well as their intelligence to a point. Play as up to 15 different characters, with the ability to use multiple characters in the same party, unlike in Hexen[and more like a real RPG]. Monsters are more interactive and to a point more intelligent, able to grab items like health and armor, get damaged by slime and other hazards, and even pick up powerups to make them deadlier in combat. Find money laying around or get it out of your characters&#039; ATM accounts, and use it to buy new items from shops or other NPCs. Voice Acting is also present.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/9541/duke-nukem-weapon-of-mass-destruction Duke Nukem: Weapon of Mass Destruction]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Dnwmd1.jpg|200px]][[Image:Dnwmd2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Duke Nukem: Weapon of Mass Destruction is a gameplay mod for Duke Nukem 3D. It has tons of new weapon modes, enemies, and player abilities, such as UT style dodge moves, spinning hook kicks, and a Duke bot companion who fights by your side. In some levels you can even get in your skycar and fly it, doing bombing runs on enemies.  In DNWMD, Duke collects glowing coins from slain enemies which are used to purchase various upgrades via a mouse controlled menu. In addition, each of Duke&#039;s weapons has its own experience level which increases with use.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.csus.edu/indiv/g/gaskilld/DukePlus.rar Duke Plus]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:DP1.jpg|200px]][[Image:DP2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Enhanced Engine Design Capabilities, including: Transparent Water; Giving Monsters Special Flags; Climbable Ladders; Mantling/Grappling on ledges; Bot-Allies; Footstep Sounds; Rain and Snow-based weather effects; Quake3-Style Jump Pads; Slippery Floors; etc. [http://www.picturepush.com/public/652573 Gravity gun footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://files.filefront.com/Nuclear+Showdown+v10zip/;8218523;;/fileinfo.html Nuclear Showdown]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Jblade|James Stanfield]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:NS01.jpg|200px]][[Image:NS02.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Nuclear showdown is a gameplay mod for Duke Nukem that adds many features such as new weapons, enemies, effects to the default game as well as usermaps - it is built so you can play your favourite usermaps with, even ones that use custom art. You can also play through Duke it out in DC if you have it. The TC also includes several features for mappers like more keycards, items such as the spacesuit and toolkit, and more textures to work with.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=25830 The AWOL Project Source]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, Incomplete Source&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Reaper_Man|Reaper_Man]], Hudson, Mblackwell, and the entire AWOL TC Team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:AWOL1.jpg|200px]][[Image:AWOL2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The AWOL Project Source is the release of the source files for the once highly anticipated mod, The AWOL Project. After several years of sitting idly on the hard drives of the creators, Reaper_Man and Hudson decided to release all of the content for the TC to those who might find it useful. The release includes a few demo maps showing off various effects and AI, as well as all 3 of the drivable vehicles. Most of the code is complete but very few of the maps are. There is an Official 1.0 Patch as well as the AWOL Map Pack available for download also.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://hosted.filefront.com/kenia43 Duke Nukem Army]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unfinished release, development ceased&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Kenia|Kenia]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Teaser2.jpg|200px]][[Image:Teaser3.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;A TC that changes Duke Nukem 3D into an exaggerated army-style shooter. [http://www.youtube.com/watch?v=xl1E9BtOe9U Gameplay footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/10844/duke-nukem-3d-stargate-mod Stargate Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:The Commander|The Commander]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:SGMOD1.jpg|200px]][[Image:SGMOD2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The Stargate Mod for Duke Nukem 3D uses Duke Plus as a base. Fight against the Replicators and visit off-world deserts, forests, space ships, and even Atlantis&amp;amp;mdash;where anything can happen!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=31395 Madness Guts in the RooM]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;1master1tc&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Madness2.jpg|200px]][[Image:Madness3.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Silent-hill themed TC. [http://youtube.com/watch?v=G252CzfkJZE Link to trailer]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=30761 WG Medieval Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;William Gee, [[User:DeeperThought|DeeperThought]], Hellbound&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:WG1.jpg|200px]][[Image:WG2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Medieval mod with melee combat, magic bows, skeleton knights, dragons and demons. [http://www.picturepush.com/public/590728 Gameplay footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=25350 Symphony of Orekia (AKA The Mansion)]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Quakis&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Mansion1.jpg|200px]][[Image:Mansion2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Resident Evil-style TC with Demons and creepy interiors. &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=9670 Decay]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Hudson, Cage, others&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Decay1.jpg|200px]][[Image:Decay2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Survival-horror TC with zombies! &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=30962 Blood TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;M210&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Blood1.jpg|200px]][[Image:Blood2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Recreation of Blood with EDuke32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://amc.planetduke.gamespy.com/smf/index.php?topic=7591.0 AMC TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;James Stanfield and AMC&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:AMCTC1.jpg|200px]][[Image:AMCTC2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The AMC TC is a multi-character TC and gameplay modification. There are 8 characters to choose between, each with different weapon sets and items. Fight through the solar system against Duke&#039;s old enemies as well as other dark forces that each plan something unpleasent for Earth and Mars. A initial gameplay release with the finished characters, intromap, and Duke usermap episode is planned with actual story based releases later.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://duke3d.bur.st/forum/index.php?topic=42.0 Action Duke]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, In Development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Captain Awesome|Captain Awesome]] and [[User:Hendricks 266|Hendricks266]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Actionduke1.png|200px]][[Image:Actionduke2.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Action Duke is a mod that plans to take all weapons, characters, and items from the extended Duke universe, and from other BUILD and related games. Is on a slight hiatus, since coder Hendricks266 has to stop work. Captain Awesome (AKA BlitZ) is still working on artwork and some maps. Will not be a gameplay mod, but rather a full mod. Screenshots are only to show artwork, not a completed map.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6929</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6929"/>
		<updated>2008-06-01T01:29:34Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: Revising the NR description :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Users are encouraged to add links to known EDuke32 mods to this page.&lt;br /&gt;
&lt;br /&gt;
===Mods List===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px solid #000&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td width=&amp;quot;200px&amp;quot;&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;200px&amp;quot;&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.zxdware.net/NR/ Naferia&#039;s Reign: Invasion of the Dark Mistress]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;br&amp;gt; (Last Version: 5.05.05292008)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:LordMisfit|Lord Misfit]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Naferia1.png|200px]][[Image:Naferia2.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;What will come to be an alternate-universe Duke Nukem story revolving around a pivotal point in the history of Duke Nukem and the Aliens he has faced since the original Duke Nukem 3D. Duke is no longer working alone in this trek, as his enemies ramp up their power and allegiances substantially, as well as their intelligence to a point. Play as up to 15 different characters, with the ability to use multiple characters in the same party, unlike in Hexen. Monsters are more interactive and to a point more intelligent, able to grab items like health and armor, get damaged by slime and other hazards, and even pick up powerups to make them deadlier in combat. Find money laying around or get it out of your characters&#039; ATM accounts, and use it to buy new items from shops or other NPCs. Voice Acting also present.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/9541/duke-nukem-weapon-of-mass-destruction Duke Nukem: Weapon of Mass Destruction]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Dnwmd1.jpg|200px]][[Image:Dnwmd2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Duke Nukem: Weapon of Mass Destruction is a gameplay mod for Duke Nukem 3D. It has tons of new weapon modes, enemies, and player abilities, such as UT style dodge moves, spinning hook kicks, and a Duke bot companion who fights by your side. In some levels you can even get in your skycar and fly it, doing bombing runs on enemies.  In DNWMD, Duke collects glowing coins from slain enemies which are used to purchase various upgrades via a mouse controlled menu. In addition, each of Duke&#039;s weapons has its own experience level which increases with use.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.csus.edu/indiv/g/gaskilld/DukePlus.rar Duke Plus]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:DP1.jpg|200px]][[Image:DP2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Enhanced Engine Design Capabilities, including: Transparent Water; Giving Monsters Special Flags; Climbable Ladders; Mantling/Grappling on ledges; Bot-Allies; Footstep Sounds; Rain and Snow-based weather effects; Quake3-Style Jump Pads; Slippery Floors; etc. [http://www.picturepush.com/public/652573 Gravity gun footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://files.filefront.com/Nuclear+Showdown+v10zip/;8218523;;/fileinfo.html Nuclear Showdown]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Jblade|James Stanfield]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:NS01.jpg|200px]][[Image:NS02.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Nuclear showdown is a gameplay mod for Duke Nukem that adds many features such as new weapons, enemies, effects to the default game as well as usermaps - it is built so you can play your favourite usermaps with, even ones that use custom art. You can also play through Duke it out in DC if you have it. The TC also includes several features for mappers like more keycards, items such as the spacesuit and toolkit, and more textures to work with.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=25830 The AWOL Project Source]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, Incomplete Source&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Reaper_Man|Reaper_Man]], Hudson, Mblackwell, and the entire AWOL TC Team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:AWOL1.jpg|200px]][[Image:AWOL2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The AWOL Project Source is the release of the source files for the once highly anticipated mod, The AWOL Project. After several years of sitting idly on the hard drives of the creators, Reaper_Man and Hudson decided to release all of the content for the TC to those who might find it useful. The release includes a few demo maps showing off various effects and AI, as well as all 3 of the drivable vehicles. Most of the code is complete but very few of the maps are. There is an Official 1.0 Patch as well as the AWOL Map Pack available for download also.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://hosted.filefront.com/kenia43 Duke Nukem Army]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unfinished release, development ceased&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Kenia|Kenia]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Teaser2.jpg|200px]][[Image:Teaser3.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;A TC that changes Duke Nukem 3D into an exaggerated army-style shooter. [http://www.youtube.com/watch?v=xl1E9BtOe9U Gameplay footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/10844/duke-nukem-3d-stargate-mod Stargate Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:The Commander|The Commander]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:SGMOD1.jpg|200px]][[Image:SGMOD2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The Stargate Mod for Duke Nukem 3D uses Duke Plus as a base. Fight against the Replicators and visit off-world deserts, forests, space ships, and even Atlantis&amp;amp;mdash;where anything can happen!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=31395 Madness Guts in the RooM]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;1master1tc&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Madness2.jpg|200px]][[Image:Madness3.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Silent-hill themed TC. [http://youtube.com/watch?v=G252CzfkJZE Link to trailer]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=30761 WG Medieval Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;William Gee, [[User:DeeperThought|DeeperThought]], Hellbound&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:WG1.jpg|200px]][[Image:WG2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Medieval mod with melee combat, magic bows, skeleton knights, dragons and demons. [http://www.picturepush.com/public/590728 Gameplay footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=25350 Symphony of Orekia (AKA The Mansion)]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Quakis&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Mansion1.jpg|200px]][[Image:Mansion2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Resident Evil-style TC with Demons and creepy interiors. &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=9670 Decay]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Hudson, Cage, others&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Decay1.jpg|200px]][[Image:Decay2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Survival-horror TC with zombies! &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=30962 Blood TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;M210&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Blood1.jpg|200px]][[Image:Blood2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Recreation of Blood with EDuke32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://amc.planetduke.gamespy.com/smf/index.php?topic=7591.0 AMC TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;James Stanfield and AMC&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:AMCTC1.jpg|200px]][[Image:AMCTC2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The AMC TC is a multi-character TC and gameplay modification. There are 8 characters to choose between, each with different weapon sets and items. Fight through the solar system against Duke&#039;s old enemies as well as other dark forces that each plan something unpleasent for Earth and Mars. A initial gameplay release with the finished characters, intromap, and Duke usermap episode is planned with actual story based releases later.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://duke3d.bur.st/forum/index.php?topic=42.0 Action Duke]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, In Development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Captain Awesome|Captain Awesome]] and [[User:Hendricks 266|Hendricks266]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Actionduke1.png|200px]][[Image:Actionduke2.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Action Duke is a mod that plans to take all weapons, characters, and items from the extended Duke universe, and from other BUILD and related games. Is on a slight hiatus, since coder Hendricks266 has to stop work. Captain Awesome (AKA BlitZ) is still working on artwork and some maps. Will not be a gameplay mod, but rather a full mod. Screenshots are only to show artwork, not a completed map.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6928</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6928"/>
		<updated>2008-06-01T01:21:52Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: /* Mods List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Users are encouraged to add links to known EDuke32 mods to this page.&lt;br /&gt;
&lt;br /&gt;
===Mods List===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px solid #000&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td width=&amp;quot;200px&amp;quot;&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;200px&amp;quot;&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.zxdware.net/NR/ Naferia&#039;s Reign: Invasion of the Dark Mistress]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;br&amp;gt; (Last Version: 5.05.05292008)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:LordMisfit|Lord Misfit]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Naferia1.png|200px]][[Image:Naferia2.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;RPG-Style(w/ EXP, Levels, etc); Multiple Characters(in one party, not Hexen-style); Improved Monster Interactivity with Environment/Objects; Interactive ATM Usage; Shops &amp;amp; Money System; etc.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/9541/duke-nukem-weapon-of-mass-destruction Duke Nukem: Weapon of Mass Destruction]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Dnwmd1.jpg|200px]][[Image:Dnwmd2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Duke Nukem: Weapon of Mass Destruction is a gameplay mod for Duke Nukem 3D. It has tons of new weapon modes, enemies, and player abilities, such as UT style dodge moves, spinning hook kicks, and a Duke bot companion who fights by your side. In some levels you can even get in your skycar and fly it, doing bombing runs on enemies.  In DNWMD, Duke collects glowing coins from slain enemies which are used to purchase various upgrades via a mouse controlled menu. In addition, each of Duke&#039;s weapons has its own experience level which increases with use.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.csus.edu/indiv/g/gaskilld/DukePlus.rar Duke Plus]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:DP1.jpg|200px]][[Image:DP2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Enhanced Engine Design Capabilities, including: Transparent Water; Giving Monsters Special Flags; Climbable Ladders; Mantling/Grappling on ledges; Bot-Allies; Footstep Sounds; Rain and Snow-based weather effects; Quake3-Style Jump Pads; Slippery Floors; etc. [http://www.picturepush.com/public/652573 Gravity gun footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://files.filefront.com/Nuclear+Showdown+v10zip/;8218523;;/fileinfo.html Nuclear Showdown]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Jblade|James Stanfield]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:NS01.jpg|200px]][[Image:NS02.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Nuclear showdown is a gameplay mod for Duke Nukem that adds many features such as new weapons, enemies, effects to the default game as well as usermaps - it is built so you can play your favourite usermaps with, even ones that use custom art. You can also play through Duke it out in DC if you have it. The TC also includes several features for mappers like more keycards, items such as the spacesuit and toolkit, and more textures to work with.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=25830 The AWOL Project Source]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, Incomplete Source&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Reaper_Man|Reaper_Man]], Hudson, Mblackwell, and the entire AWOL TC Team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:AWOL1.jpg|200px]][[Image:AWOL2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The AWOL Project Source is the release of the source files for the once highly anticipated mod, The AWOL Project. After several years of sitting idly on the hard drives of the creators, Reaper_Man and Hudson decided to release all of the content for the TC to those who might find it useful. The release includes a few demo maps showing off various effects and AI, as well as all 3 of the drivable vehicles. Most of the code is complete but very few of the maps are. There is an Official 1.0 Patch as well as the AWOL Map Pack available for download also.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://hosted.filefront.com/kenia43 Duke Nukem Army]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unfinished release, development ceased&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Kenia|Kenia]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Teaser2.jpg|200px]][[Image:Teaser3.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;A TC that changes Duke Nukem 3D into an exaggerated army-style shooter. [http://www.youtube.com/watch?v=xl1E9BtOe9U Gameplay footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/10844/duke-nukem-3d-stargate-mod Stargate Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:The Commander|The Commander]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:SGMOD1.jpg|200px]][[Image:SGMOD2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The Stargate Mod for Duke Nukem 3D uses Duke Plus as a base. Fight against the Replicators and visit off-world deserts, forests, space ships, and even Atlantis&amp;amp;mdash;where anything can happen!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=31395 Madness Guts in the RooM]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;1master1tc&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Madness2.jpg|200px]][[Image:Madness3.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Silent-hill themed TC. [http://youtube.com/watch?v=G252CzfkJZE Link to trailer]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=30761 WG Medieval Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;William Gee, [[User:DeeperThought|DeeperThought]], Hellbound&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:WG1.jpg|200px]][[Image:WG2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Medieval mod with melee combat, magic bows, skeleton knights, dragons and demons. [http://www.picturepush.com/public/590728 Gameplay footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=25350 Symphony of Orekia (AKA The Mansion)]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Quakis&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Mansion1.jpg|200px]][[Image:Mansion2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Resident Evil-style TC with Demons and creepy interiors. &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=9670 Decay]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Hudson, Cage, others&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Decay1.jpg|200px]][[Image:Decay2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Survival-horror TC with zombies! &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=30962 Blood TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;M210&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Blood1.jpg|200px]][[Image:Blood2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Recreation of Blood with EDuke32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://amc.planetduke.gamespy.com/smf/index.php?topic=7591.0 AMC TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;James Stanfield and AMC&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:AMCTC1.jpg|200px]][[Image:AMCTC2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The AMC TC is a multi-character TC and gameplay modification. There are 8 characters to choose between, each with different weapon sets and items. Fight through the solar system against Duke&#039;s old enemies as well as other dark forces that each plan something unpleasent for Earth and Mars. A initial gameplay release with the finished characters, intromap, and Duke usermap episode is planned with actual story based releases later.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://duke3d.bur.st/forum/index.php?topic=42.0 Action Duke]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, In Development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Captain Awesome|Captain Awesome]] and [[User:Hendricks 266|Hendricks266]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Actionduke1.png|200px]][[Image:Actionduke2.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Action Duke is a mod that plans to take all weapons, characters, and items from the extended Duke universe, and from other BUILD and related games. Is on a slight hiatus, since coder Hendricks266 has to stop work. Captain Awesome (AKA BlitZ) is still working on artwork and some maps. Will not be a gameplay mod, but rather a full mod. Screenshots are only to show artwork, not a completed map.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6927</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6927"/>
		<updated>2008-06-01T00:38:49Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: /* Mods List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Users are encouraged to add links to known EDuke32 mods to this page.&lt;br /&gt;
&lt;br /&gt;
===Mods List===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px solid #000&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;background:#000; color:#fff&amp;quot;&amp;gt;&amp;lt;td width=&amp;quot;200px&amp;quot;&amp;gt;Name&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;200px&amp;quot;&amp;gt;Status&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creator&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.zxdware.net/NR/ Naferia&#039;s Reign: Invasion of the Dark Mistress]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development (Last Version: 5.05.05292008)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:LordMisfit|Lord Misfit]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Naferia1.png|200px]][[Image:Naferia2.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;RPG-Style(w/ EXP, Levels, etc); Multiple Characters(in one party, not Hexen-style); Improved Monster Interactivity with Environment/Objects; Interactive ATM Usage; Shops &amp;amp; Money System; etc.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/9541/duke-nukem-weapon-of-mass-destruction Duke Nukem: Weapon of Mass Destruction]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Dnwmd1.jpg|200px]][[Image:Dnwmd2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Duke Nukem: Weapon of Mass Destruction is a gameplay mod for Duke Nukem 3D. It has tons of new weapon modes, enemies, and player abilities, such as UT style dodge moves, spinning hook kicks, and a Duke bot companion who fights by your side. In some levels you can even get in your skycar and fly it, doing bombing runs on enemies.  In DNWMD, Duke collects glowing coins from slain enemies which are used to purchase various upgrades via a mouse controlled menu. In addition, each of Duke&#039;s weapons has its own experience level which increases with use.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.csus.edu/indiv/g/gaskilld/DukePlus.rar Duke Plus]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:DeeperThought|DeeperThought]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:DP1.jpg|200px]][[Image:DP2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Enhanced Engine Design Capabilities, including: Transparent Water; Giving Monsters Special Flags; Climbable Ladders; Mantling/Grappling on ledges; Bot-Allies; Footstep Sounds; Rain and Snow-based weather effects; Quake3-Style Jump Pads; Slippery Floors; etc. [http://www.picturepush.com/public/652573 Gravity gun footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://files.filefront.com/Nuclear+Showdown+v10zip/;8218523;;/fileinfo.html Nuclear Showdown]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Jblade|James Stanfield]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:NS01.jpg|200px]][[Image:NS02.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Nuclear showdown is a gameplay mod for Duke Nukem that adds many features such as new weapons, enemies, effects to the default game as well as usermaps - it is built so you can play your favourite usermaps with, even ones that use custom art. You can also play through Duke it out in DC if you have it. The TC also includes several features for mappers like more keycards, items such as the spacesuit and toolkit, and more textures to work with.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=25830 The AWOL Project Source]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Released, Incomplete Source&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Reaper_Man|Reaper_Man]], Hudson, Mblackwell, and the entire AWOL TC Team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:AWOL1.jpg|200px]][[Image:AWOL2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The AWOL Project Source is the release of the source files for the once highly anticipated mod, The AWOL Project. After several years of sitting idly on the hard drives of the creators, Reaper_Man and Hudson decided to release all of the content for the TC to those who might find it useful. The release includes a few demo maps showing off various effects and AI, as well as all 3 of the drivable vehicles. Most of the code is complete but very few of the maps are. There is an Official 1.0 Patch as well as the AWOL Map Pack available for download also.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://hosted.filefront.com/kenia43 Duke Nukem Army]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unfinished release, development ceased&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Kenia|Kenia]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Teaser2.jpg|200px]][[Image:Teaser3.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;A TC that changes Duke Nukem 3D into an exaggerated army-style shooter. [http://www.youtube.com/watch?v=xl1E9BtOe9U Gameplay footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://www.moddb.com/mods/10844/duke-nukem-3d-stargate-mod Stargate Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:The Commander|The Commander]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:SGMOD1.jpg|200px]][[Image:SGMOD2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The Stargate Mod for Duke Nukem 3D uses Duke Plus as a base. Fight against the Replicators and visit off-world deserts, forests, space ships, and even Atlantis&amp;amp;mdash;where anything can happen!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=31395 Madness Guts in the RooM]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;1master1tc&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Madness2.jpg|200px]][[Image:Madness3.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Silent-hill themed TC. [http://youtube.com/watch?v=G252CzfkJZE Link to trailer]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=30761 WG Medieval Mod]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;William Gee, [[User:DeeperThought|DeeperThought]], Hellbound&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:WG1.jpg|200px]][[Image:WG2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Medieval mod with melee combat, magic bows, skeleton knights, dragons and demons. [http://www.picturepush.com/public/590728 Gameplay footage]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=25350 Symphony of Orekia (AKA The Mansion)]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Quakis&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Mansion1.jpg|200px]][[Image:Mansion2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Resident Evil-style TC with Demons and creepy interiors. &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=9670 Decay]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Hudson, Cage, others&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Decay1.jpg|200px]][[Image:Decay2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Survival-horror TC with zombies! &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://forums.3drealms.com/vb/showthread.php?t=30962 Blood TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;M210&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Blood1.jpg|200px]][[Image:Blood2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Recreation of Blood with EDuke32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://amc.planetduke.gamespy.com/smf/index.php?topic=7591.0 AMC TC]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, in development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;James Stanfield and AMC&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:AMCTC1.jpg|200px]][[Image:AMCTC2.jpg|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;The AMC TC is a multi-character TC and gameplay modification. There are 8 characters to choose between, each with different weapon sets and items. Fight through the solar system against Duke&#039;s old enemies as well as other dark forces that each plan something unpleasent for Earth and Mars. A initial gameplay release with the finished characters, intromap, and Duke usermap episode is planned with actual story based releases later.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[http://duke3d.bur.st/forum/index.php?topic=42.0 Action Duke]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;Unreleased, In Development&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border:1px solid #000; background:#eee&amp;quot;&amp;gt;[[User:Captain Awesome|Captain Awesome]] and [[User:Hendricks 266|Hendricks266]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Image:Actionduke1.png|200px]][[Image:Actionduke2.png|200px]]&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;1&amp;quot;&amp;gt;Action Duke is a mod that plans to take all weapons, characters, and items from the extended Duke universe, and from other BUILD and related games. Is on a slight hiatus, since coder Hendricks266 has to stop work. Captain Awesome (AKA BlitZ) is still working on artwork and some maps. Will not be a gameplay mod, but rather a full mod. Screenshots are only to show artwork, not a completed map.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User:LordMisfit&amp;diff=6881</id>
		<title>User:LordMisfit</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User:LordMisfit&amp;diff=6881"/>
		<updated>2008-05-18T22:34:36Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not the greatest coder around, but I try. &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.zxdware.net/NR  Naferia&#039;s Reign: Invasion of the Dark Mistress Website]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User:LordMisfit&amp;diff=6858</id>
		<title>User:LordMisfit</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User:LordMisfit&amp;diff=6858"/>
		<updated>2008-05-17T11:09:19Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not the greatest coder around, but I try. &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Maker of a set of CON files which are semi-inspired both by an old attempt for a Duke3D mod, and also inspired by DeeperThought&#039;s &#039;&#039;&#039;Duke Nukem: Weapon of Mass Destruction&#039;&#039;&#039; mod.&lt;br /&gt;
&lt;br /&gt;
Great work DT, you rule. :P&lt;br /&gt;
&lt;br /&gt;
[http://www.zxdware.net/NR  Naferia&#039;s Reign: Invasion of the Dark Mistress Website]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Event_list&amp;diff=6515</id>
		<title>Event list</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Event_list&amp;diff=6515"/>
		<updated>2008-02-17T10:58:27Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &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_CHANGEWEAPON]]&lt;br /&gt;
*[[EVENT_CHEATGETBOOT]]&lt;br /&gt;
*[[EVENT_CHEATGETFIRSTAID]]&lt;br /&gt;
*[[EVENT_CHEATGETHEAT]]&lt;br /&gt;
*[[EVENT_CHEATGETHOLODUKE]]&lt;br /&gt;
*[[EVENT_CHEATGETJETPACK]]&lt;br /&gt;
*[[EVENT_CHEATGETSCUBA]]&lt;br /&gt;
*[[EVENT_CHEATGETSHIELD]]&lt;br /&gt;
*[[EVENT_CHEATGETSTEROIDS]]&lt;br /&gt;
*[[EVENT_CROUCH]]&lt;br /&gt;
*[[EVENT_DISPLAYCROSSHAIR]]&lt;br /&gt;
*[[EVENT_DISPLAYREST]]&lt;br /&gt;
*[[EVENT_DISPLAYROOMS]]&lt;br /&gt;
*[[EVENT_DISPLAYSBAR]]&lt;br /&gt;
*[[EVENT_DISPLAYWEAPON]]&lt;br /&gt;
*[[EVENT_DOFIRE]]&lt;br /&gt;
*[[EVENT_DRAWWEAPON]]&lt;br /&gt;
*[[EVENT_EGS]]&lt;br /&gt;
*[[EVENT_ENTERLEVEL]]&lt;br /&gt;
*[[EVENT_FAKEDOMOVETHINGS]]&lt;br /&gt;
*[[EVENT_FIRE]]&lt;br /&gt;
*[[EVENT_FIREWEAPON]]&lt;br /&gt;
*[[EVENT_GAME]]&lt;br /&gt;
*[[EVENT_GETAUTOAIMANGLE]]&lt;br /&gt;
*[[EVENT_GETLOADTILE]]&lt;br /&gt;
*[[EVENT_GETMENUTILE]]&lt;br /&gt;
&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_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]]&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_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;
*[[EVENT_RESETPLAYER]]&lt;br /&gt;
*[[EVENT_RESETWEAPONS]]&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_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;
All [[events]] are accessed using the [[onevent]] command.&lt;br /&gt;
&lt;br /&gt;
[[Category:Event manipulation]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6502</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6502"/>
		<updated>2008-02-07T00:35:15Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Users are encouraged to add links to known EDuke32 mods to this page.&lt;br /&gt;
&lt;br /&gt;
===Mods List===&lt;br /&gt;
&lt;br /&gt;
* [http://www.zxdware.net/NR/ Naferia&#039;s Reign: Invasion of the Dark Mistress] - Features: RPG-Style(w/ EXP, Levels, etc); Multiple Characters(in one party, not Hexen-style); Improved Monster Interactivity with Environment/Objects; Interactive ATM Usage; Shops &amp;amp; Money System; etc. (Created by [[User:LordMisfit|Lord Misfit]])&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6501</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=6501"/>
		<updated>2008-02-07T00:32:33Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: adding my mod. If I put too much info, sorry, but I figured some info about a mod if known should be given next to their links :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Users are encouraged to add links to known EDuke32 mods to this page.&lt;br /&gt;
&lt;br /&gt;
[http://www.zxdware.net/NR/ Naferia&#039;s Reign: Invasion of the Dark Mistress] - Features: RPG-Style(w/ EXP, Levels, etc); Multiple Characters(in one party, not Hexen-style); Improved Monster Interactivity with Environment/Objects; Interactive ATM Usage; Shops &amp;amp; Money System; etc]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Getkeyname&amp;diff=6487</id>
		<title>Getkeyname</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Getkeyname&amp;diff=6487"/>
		<updated>2008-01-26T14:07:54Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;getkeyname&#039;&#039; &amp;lt;quoteID&amp;gt; &amp;lt;funcID&amp;gt; &amp;lt;key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is used to allow the coder to get the key-slot for a specfic player action and use it for things such as printing the correct key-names on the screen. [i.e. tutorials]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quoteID&amp;gt; - defines a quote at this slot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;funcID&amp;gt;&lt;br /&gt;
   Move_Forward             0&lt;br /&gt;
   Move_Backward            1&lt;br /&gt;
   Turn_Left                2&lt;br /&gt;
   Turn_Right               3&lt;br /&gt;
   Strafe                   4&lt;br /&gt;
   Fire                     5&lt;br /&gt;
   Open                     6&lt;br /&gt;
   Run                      7&lt;br /&gt;
   AutoRun                  8&lt;br /&gt;
   Jump                     9&lt;br /&gt;
   Crouch                  10&lt;br /&gt;
   Look_Up                 11&lt;br /&gt;
   Look_Down               12&lt;br /&gt;
   Look_Left               13&lt;br /&gt;
   Look_Right              14&lt;br /&gt;
   Strafe_Left             15&lt;br /&gt;
   Strafe_Right            16&lt;br /&gt;
   Aim_Up                  17&lt;br /&gt;
   Aim_Down                18&lt;br /&gt;
   Weapon_1                19&lt;br /&gt;
   Weapon_2                20&lt;br /&gt;
   Weapon_3                21&lt;br /&gt;
   Weapon_4                22&lt;br /&gt;
   Weapon_5                23&lt;br /&gt;
   Weapon_6                24&lt;br /&gt;
   Weapon_7                25&lt;br /&gt;
   Weapon_8                26&lt;br /&gt;
   Weapon_9                27&lt;br /&gt;
   Weapon_10               28&lt;br /&gt;
   Inventory               29&lt;br /&gt;
   Inventory_Left          30&lt;br /&gt;
   Inventory_Right         31&lt;br /&gt;
   Holo_Duke               32&lt;br /&gt;
   Jetpack                 33&lt;br /&gt;
   NightVision             34&lt;br /&gt;
   MedKit                  35&lt;br /&gt;
   TurnAround              36&lt;br /&gt;
   SendMessage             37&lt;br /&gt;
   Map                     38&lt;br /&gt;
   Shrink_Screen           39&lt;br /&gt;
   Enlarge_Screen          40&lt;br /&gt;
   Center_View             41&lt;br /&gt;
   Holster_Weapon          42&lt;br /&gt;
   Show_Opponents_Weapon   43&lt;br /&gt;
   Map_Follow_Mode         44&lt;br /&gt;
   See_Coop_View           45&lt;br /&gt;
   Mouse_Aiming            46&lt;br /&gt;
   Toggle_Crosshair        47&lt;br /&gt;
   Steroids                48&lt;br /&gt;
   Quick_Kick              49&lt;br /&gt;
   Next_Weapon             50&lt;br /&gt;
   Previous_Weapon         51&lt;br /&gt;
   Show_Console            52&lt;br /&gt;
&lt;br /&gt;
&amp;lt;key&amp;gt; = 0 or 1. 0 is the first key defined for this action, 1 is the alternate key defined for this action.&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;br /&gt;
[[Category:Screen drawing commands]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Getkeyname&amp;diff=6486</id>
		<title>Getkeyname</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Getkeyname&amp;diff=6486"/>
		<updated>2008-01-26T14:07:18Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;getkeyname&#039;&#039; &amp;lt;quoteID&amp;gt; &amp;lt;funcID&amp;gt; &amp;lt;key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is used to allow the coder to get the key-slot for a specfic player action and use it for things such as printing the correct key-names on the screen. [i.e. tutorials]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quoteID&amp;gt; - defines a quote at this slot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;funcID&amp;gt;&lt;br /&gt;
   Move_Forward             0&lt;br /&gt;
   Move_Backward            1&lt;br /&gt;
   Turn_Left                2&lt;br /&gt;
   Turn_Right               3&lt;br /&gt;
   Strafe                   4&lt;br /&gt;
   Fire                     5&lt;br /&gt;
   Open                     6&lt;br /&gt;
   Run                      7&lt;br /&gt;
   AutoRun                  8&lt;br /&gt;
   Jump                     9&lt;br /&gt;
   Crouch                  10&lt;br /&gt;
   Look_Up                 11&lt;br /&gt;
   Look_Down               12&lt;br /&gt;
   Look_Left               13&lt;br /&gt;
   Look_Right              14&lt;br /&gt;
   Strafe_Left             15&lt;br /&gt;
   Strafe_Right            16&lt;br /&gt;
   Aim_Up                  17&lt;br /&gt;
   Aim_Down                18&lt;br /&gt;
   Weapon_1                19&lt;br /&gt;
   Weapon_2                20&lt;br /&gt;
   Weapon_3                21&lt;br /&gt;
   Weapon_4                22&lt;br /&gt;
   Weapon_5                23&lt;br /&gt;
   Weapon_6                24&lt;br /&gt;
   Weapon_7                25&lt;br /&gt;
   Weapon_8                26&lt;br /&gt;
   Weapon_9                27&lt;br /&gt;
   Weapon_10               28&lt;br /&gt;
   Inventory               29&lt;br /&gt;
   Inventory_Left          30&lt;br /&gt;
   Inventory_Right         31&lt;br /&gt;
   Holo_Duke               32&lt;br /&gt;
   Jetpack                 33&lt;br /&gt;
   NightVision             34&lt;br /&gt;
   MedKit                  35&lt;br /&gt;
   TurnAround              36&lt;br /&gt;
   SendMessage             37&lt;br /&gt;
   Map                     38&lt;br /&gt;
   Shrink_Screen           39&lt;br /&gt;
   Enlarge_Screen          40&lt;br /&gt;
   Center_View             41&lt;br /&gt;
   Holster_Weapon          42&lt;br /&gt;
   Show_Opponents_Weapon   43&lt;br /&gt;
   Map_Follow_Mode         44&lt;br /&gt;
   See_Coop_View           45&lt;br /&gt;
   Mouse_Aiming            46&lt;br /&gt;
   Toggle_Crosshair        47&lt;br /&gt;
   Steroids                48&lt;br /&gt;
   Quick_Kick              49&lt;br /&gt;
   Next_Weapon             50&lt;br /&gt;
   Previous_Weapon         51&lt;br /&gt;
   Show_Console            52&lt;br /&gt;
&lt;br /&gt;
&amp;lt;key&amp;gt; = 0 or 1&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;br /&gt;
[[Category:Screen drawing commands]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Full_command_list&amp;diff=6485</id>
		<title>Full command list</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Full_command_list&amp;diff=6485"/>
		<updated>2008-01-26T14:06:11Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EDuke32 Intro}}&lt;br /&gt;
&lt;br /&gt;
This is a list of every CON primitive in 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;
*[[action]]&lt;br /&gt;
*[[activatebysector]]&lt;br /&gt;
*[[actor]]&lt;br /&gt;
*[[addammo]]&lt;br /&gt;
*[[addinventory]]&lt;br /&gt;
*[[addkills]]&lt;br /&gt;
*[[addlog]]&lt;br /&gt;
*[[addlogvar]]&lt;br /&gt;
*[[addphealth]]&lt;br /&gt;
*[[addstrength]]&lt;br /&gt;
*[[addvar]]&lt;br /&gt;
*[[addvarvar]]&lt;br /&gt;
*[[addweapon]]&lt;br /&gt;
*[[addweaponvar]]&lt;br /&gt;
*[[ai]]&lt;br /&gt;
*[[andvar]]&lt;br /&gt;
*[[andvarvar]]&lt;br /&gt;
*[[angoff]]&lt;br /&gt;
*[[angoffvar]]&lt;br /&gt;
*[[betaname]]&lt;br /&gt;
*[[break]]&lt;br /&gt;
*[[cactor]]&lt;br /&gt;
*[[cansee]]&lt;br /&gt;
*[[canseespr]]&lt;br /&gt;
*[[case]]&lt;br /&gt;
*[[changespritesect]]&lt;br /&gt;
*[[changespritestat]]&lt;br /&gt;
*[[cheatkeys]]&lt;br /&gt;
*[[checkactivatormotion]]&lt;br /&gt;
*[[checkavailinven]]&lt;br /&gt;
*[[checkavailweapon]]&lt;br /&gt;
*[[clipdist]]&lt;br /&gt;
*[[cos]]&lt;br /&gt;
*[[count]]&lt;br /&gt;
*[[cstat]]&lt;br /&gt;
*[[cstator]]&lt;br /&gt;
*[[debris]]&lt;br /&gt;
*[[debug]]&lt;br /&gt;
*[[default]]&lt;br /&gt;
*[[define]]&lt;br /&gt;
*[[definecheat]]&lt;br /&gt;
*[[definegamefuncname]]&lt;br /&gt;
*[[definegametype]]&lt;br /&gt;
*[[definelevelname]]&lt;br /&gt;
*[[defineprojectile]]&lt;br /&gt;
*[[definequote]]&lt;br /&gt;
*[[defineskillname]]&lt;br /&gt;
*[[definesound]]&lt;br /&gt;
*[[definevolumename]]&lt;br /&gt;
*[[digitalnumber]]&lt;br /&gt;
*[[digitalnumberz]]&lt;br /&gt;
*[[displayrand]]&lt;br /&gt;
*[[displayrandvar]]&lt;br /&gt;
*[[displayrandvarvar]]&lt;br /&gt;
*[[dist]]&lt;br /&gt;
*[[divvar]]&lt;br /&gt;
*[[divvarvar]]&lt;br /&gt;
*[[dragpoint]]&lt;br /&gt;
*[[dynamicremap]]&lt;br /&gt;
*[[else]]&lt;br /&gt;
*[[enda]]&lt;br /&gt;
*[[endevent]]&lt;br /&gt;
*[[endofgame]]&lt;br /&gt;
*[[ends]]&lt;br /&gt;
*[[endswitch]]&lt;br /&gt;
*[[enhanced]]&lt;br /&gt;
*[[eqspawn]]&lt;br /&gt;
*[[eqspawnvar]]&lt;br /&gt;
*[[eshoot]]&lt;br /&gt;
*[[eshootvar]]&lt;br /&gt;
*[[espawn]]&lt;br /&gt;
*[[espawnvar]]&lt;br /&gt;
*[[eventloadactor]]&lt;br /&gt;
*[[ezshoot]]&lt;br /&gt;
*[[ezshootvar]]&lt;br /&gt;
*[[fall]]&lt;br /&gt;
*[[findnearactor]]&lt;br /&gt;
*[[findnearactor3d]]&lt;br /&gt;
*[[findnearactor3dvar]]&lt;br /&gt;
*[[findnearactorvar]]&lt;br /&gt;
*[[findnearactorz]]&lt;br /&gt;
*[[findnearactorzvar]]&lt;br /&gt;
*[[findnearsprite]]&lt;br /&gt;
*[[findnearsprite3d]]&lt;br /&gt;
*[[findnearsprite3dvar]]&lt;br /&gt;
*[[findnearspritevar]]&lt;br /&gt;
*[[findnearspritez]]&lt;br /&gt;
*[[findnearspritezvar]]&lt;br /&gt;
*[[findotherplayer]]&lt;br /&gt;
*[[findplayer]]&lt;br /&gt;
*[[flash]]&lt;br /&gt;
*[[gamestartup]]&lt;br /&gt;
*[[gametext]]&lt;br /&gt;
*[[gametextz]]&lt;br /&gt;
*[[gamevar]]&lt;br /&gt;
*[[getactor]]&lt;br /&gt;
*[[getactorangle]]&lt;br /&gt;
*[[getactorvar]]&lt;br /&gt;
*[[getangle]]&lt;br /&gt;
*[[getangletotarget]]&lt;br /&gt;
*[[getceilzofslope]]&lt;br /&gt;
*[[getcurraddress]]&lt;br /&gt;
*[[getflorzofslope]]&lt;br /&gt;
*[[getincangle]]&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;
*[[getinput]]&lt;br /&gt;
*[[getkeyname]]&lt;br /&gt;
*[[getlastpal]]&lt;br /&gt;
*[[getplayer]]&lt;br /&gt;
*[[getplayerangle]]&lt;br /&gt;
*[[getplayervar]]&lt;br /&gt;
*[[getpname]]&lt;br /&gt;
*[[getprojectile]]&lt;br /&gt;
*[[getsector]]&lt;br /&gt;
*[[gettextureceiling]]&lt;br /&gt;
*[[gettexturefloor]]&lt;br /&gt;
*[[getthisprojectile]]&lt;br /&gt;
*[[getuserdef]]&lt;br /&gt;
*[[getwall]]&lt;br /&gt;
*[[getzrange]]&lt;br /&gt;
*[[globalsound]]&lt;br /&gt;
*[[globalsoundvar]]&lt;br /&gt;
*[[gmaxammo]]&lt;br /&gt;
*[[guniqhudid]]&lt;br /&gt;
*[[guts]]&lt;br /&gt;
*[[headspritesect]]&lt;br /&gt;
*[[headspritestat]]&lt;br /&gt;
*[[hitradius]]&lt;br /&gt;
*[[hitscan]]&lt;br /&gt;
*[[ifaction]]&lt;br /&gt;
*[[ifactioncount]]&lt;br /&gt;
*[[ifactor]]&lt;br /&gt;
*[[ifactornotstayput]]&lt;br /&gt;
*[[ifai]]&lt;br /&gt;
*[[ifangdiffl]]&lt;br /&gt;
*[[ifawayfromwall]]&lt;br /&gt;
*[[ifbulletnear]]&lt;br /&gt;
*[[ifcansee]]&lt;br /&gt;
*[[ifcanseetarget]]&lt;br /&gt;
*[[ifcanshoottarget]]&lt;br /&gt;
*[[ifceilingdistl]]&lt;br /&gt;
*[[ifcount]]&lt;br /&gt;
*[[ifdead]]&lt;br /&gt;
*[[iffloordistl]]&lt;br /&gt;
*[[ifgapzl]]&lt;br /&gt;
*[[ifgotweaponce]]&lt;br /&gt;
*[[ifhitspace]]&lt;br /&gt;
*[[ifhitweapon]]&lt;br /&gt;
*[[ifinouterspace]]&lt;br /&gt;
*[[ifinspace]]&lt;br /&gt;
*[[ifinwater]]&lt;br /&gt;
*[[ifmove]]&lt;br /&gt;
*[[ifmultiplayer]]&lt;br /&gt;
*[[ifnosounds]]&lt;br /&gt;
*[[ifnotmoving]]&lt;br /&gt;
*[[ifonwater]]&lt;br /&gt;
*[[ifoutside]]&lt;br /&gt;
*[[ifp]]&lt;br /&gt;
*[[ifpdistg]]&lt;br /&gt;
*[[ifpdistl]]&lt;br /&gt;
*[[ifphealthl]]&lt;br /&gt;
*[[ifpinventory]]&lt;br /&gt;
*[[ifrespawn]]&lt;br /&gt;
*[[ifrnd]]&lt;br /&gt;
*[[ifsound]]&lt;br /&gt;
*[[ifspawnedby]]&lt;br /&gt;
*[[ifspritepal]]&lt;br /&gt;
*[[ifsquished]]&lt;br /&gt;
*[[ifstrength]]&lt;br /&gt;
*[[ifvarand]]&lt;br /&gt;
*[[ifvare]]&lt;br /&gt;
*[[ifvarg]]&lt;br /&gt;
*[[ifvarl]]&lt;br /&gt;
*[[ifvarn]]&lt;br /&gt;
*[[ifvarvarand]]&lt;br /&gt;
*[[ifvarvare]]&lt;br /&gt;
*[[ifvarvarg]]&lt;br /&gt;
*[[ifvarvarl]]&lt;br /&gt;
*[[ifvarvarn]]&lt;br /&gt;
*[[ifwasweapon]]&lt;br /&gt;
*[[include]]&lt;br /&gt;
*[[inittimer]]&lt;br /&gt;
*[[insertspriteq]]&lt;br /&gt;
*[[jump]]&lt;br /&gt;
*[[killit]]&lt;br /&gt;
*[[ldist]]&lt;br /&gt;
*[[lockplayer]]&lt;br /&gt;
*[[lotsofglass]]&lt;br /&gt;
*[[mail]]&lt;br /&gt;
*[[mikesnd]]&lt;br /&gt;
*[[minitext]]&lt;br /&gt;
*[[modvar]]&lt;br /&gt;
*[[modvarvar]]&lt;br /&gt;
*[[money]]&lt;br /&gt;
*[[move]]&lt;br /&gt;
*[[movesprite]]&lt;br /&gt;
*[[mulscale]]&lt;br /&gt;
*[[mulvar]]&lt;br /&gt;
*[[mulvarvar]]&lt;br /&gt;
*[[music]]&lt;br /&gt;
*[[myos]]&lt;br /&gt;
*[[myospal]]&lt;br /&gt;
*[[myospalx]]&lt;br /&gt;
*[[myosx]]&lt;br /&gt;
*[[neartag]]&lt;br /&gt;
*[[nextspritesect]]&lt;br /&gt;
*[[nextspritestat]]&lt;br /&gt;
*[[nullop]]&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;
*[[onevent]]&lt;br /&gt;
*[[operate]]&lt;br /&gt;
*[[operateactivators]]&lt;br /&gt;
*[[operatemasterswitches]]&lt;br /&gt;
*[[operaterespawns]]&lt;br /&gt;
*[[operatesectors]]&lt;br /&gt;
*[[orvar]]&lt;br /&gt;
*[[orvarvar]]&lt;br /&gt;
*[[palfrom]]&lt;br /&gt;
*[[paper]]&lt;br /&gt;
*[[pkick]]&lt;br /&gt;
*[[precache]]&lt;br /&gt;
*[[prevspritesect]]&lt;br /&gt;
*[[prevspritestat]]&lt;br /&gt;
*[[pstomp]]&lt;br /&gt;
*[[qspawn]]&lt;br /&gt;
*[[qspawnvar]]&lt;br /&gt;
*[[qsprintf]]&lt;br /&gt;
*[[qstrcat]]&lt;br /&gt;
*[[qstrcpy]]&lt;br /&gt;
*[[qstrlen]]&lt;br /&gt;
*[[quake]]&lt;br /&gt;
*[[quote]]&lt;br /&gt;
*[[randvar]]&lt;br /&gt;
*[[randvarvar]]&lt;br /&gt;
*[[readgamevar]]&lt;br /&gt;
*[[redefinequote]]&lt;br /&gt;
*[[resetactioncount]]&lt;br /&gt;
*[[resetcount]]&lt;br /&gt;
*[[resetplayer]]&lt;br /&gt;
*[[respawnhitag]]&lt;br /&gt;
*[[rotatepoint]]&lt;br /&gt;
*[[rotatesprite]]&lt;br /&gt;
*[[save]]&lt;br /&gt;
*[[savegamevar]]&lt;br /&gt;
*[[sectgethitag]]&lt;br /&gt;
*[[sectgetlotag]]&lt;br /&gt;
*[[setactor]]&lt;br /&gt;
*[[setactorangle]]&lt;br /&gt;
*[[setactorvar]]&lt;br /&gt;
*[[setaspect]]&lt;br /&gt;
*[[setinput]]&lt;br /&gt;
*[[setplayer]]&lt;br /&gt;
*[[setplayerangle]]&lt;br /&gt;
*[[setplayervar]]&lt;br /&gt;
*[[setprojectile]]&lt;br /&gt;
*[[setsector]]&lt;br /&gt;
*[[setsprite]]&lt;br /&gt;
*[[setthisprojectile]]&lt;br /&gt;
*[[setuserdef]]&lt;br /&gt;
*[[setvar]]&lt;br /&gt;
*[[setvarvar]]&lt;br /&gt;
*[[setwall]]&lt;br /&gt;
*[[shiftvarl]]&lt;br /&gt;
*[[shiftvarr]]&lt;br /&gt;
*[[shoot]]&lt;br /&gt;
*[[shootvar]]&lt;br /&gt;
*[[showview]]&lt;br /&gt;
*[[sin]]&lt;br /&gt;
*[[sizeat]]&lt;br /&gt;
*[[sizeto]]&lt;br /&gt;
*[[sleeptime]]&lt;br /&gt;
*[[smaxammo]]&lt;br /&gt;
*[[sound]]&lt;br /&gt;
*[[soundonce]]&lt;br /&gt;
*[[soundoncevar]]&lt;br /&gt;
*[[soundvar]]&lt;br /&gt;
*[[spawn]]&lt;br /&gt;
*[[spgethitag]]&lt;br /&gt;
*[[spgetlotag]]&lt;br /&gt;
*[[spriteflags]]&lt;br /&gt;
*[[spritenoshade]]&lt;br /&gt;
*[[spritenvg]]&lt;br /&gt;
*[[spritepal]]&lt;br /&gt;
*[[spriteshadow]]&lt;br /&gt;
*[[sqrt]]&lt;br /&gt;
*[[ssp]]&lt;br /&gt;
*[[startlevel]]&lt;br /&gt;
*[[starttrack]]&lt;br /&gt;
*[[state]]&lt;br /&gt;
*[[stopallsounds]]&lt;br /&gt;
*[[stopsound]]&lt;br /&gt;
*[[stopsoundvar]]&lt;br /&gt;
*[[strength]]&lt;br /&gt;
*[[subvar]]&lt;br /&gt;
*[[subvarvar]]&lt;br /&gt;
*[[switch]]&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[tip]]&lt;br /&gt;
*[[tossweapon]]&lt;br /&gt;
*[[updatesector]]&lt;br /&gt;
*[[updatesectorz]]&lt;br /&gt;
*[[useractor]]&lt;br /&gt;
*[[userquote]]&lt;br /&gt;
*[[wackplayer]]&lt;br /&gt;
*[[whilevarn]]&lt;br /&gt;
*[[whilevarvarn]]&lt;br /&gt;
*[[xorvar]]&lt;br /&gt;
*[[xorvarvar]]&lt;br /&gt;
*[[zshoot]]&lt;br /&gt;
*[[zshootvar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:All commands]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Digitalnumberz&amp;diff=6484</id>
		<title>Digitalnumberz</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Digitalnumberz&amp;diff=6484"/>
		<updated>2008-01-26T14:04:53Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: New page: digitalnumber &amp;lt;tilenum&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;number&amp;gt; &amp;lt;shade&amp;gt; &amp;lt;pal&amp;gt; &amp;lt;orientation&amp;gt; &amp;lt;x1&amp;gt; &amp;lt;y1&amp;gt; &amp;lt;x2&amp;gt; &amp;lt;y2&amp;gt; &amp;lt;digitalscale&amp;gt;  Prints a number to the screen using a function similar to that which prints the...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;digitalnumber &amp;lt;tilenum&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;number&amp;gt; &amp;lt;shade&amp;gt; &amp;lt;pal&amp;gt; &amp;lt;[[orientation]]&amp;gt; &amp;lt;x1&amp;gt; &amp;lt;y1&amp;gt; &amp;lt;x2&amp;gt; &amp;lt;y2&amp;gt; &amp;lt;digitalscale&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prints a number to the screen using a function similar to that which prints the health and ammo counters in the HUD.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tilenum&amp;gt; is the first tile of a sequence of numbers ordered from 0-9.  See tile 2472 for an example.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;x&amp;gt; and &amp;lt;y&amp;gt; are on-screen coordinates. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;number&amp;gt; is the [[gamevar]] to print the value from. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;shade&amp;gt; and &amp;lt;pal&amp;gt; are obviously shade and palette.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;[[orientation]]&amp;gt; Controls the way the sprite is drawn (see entry)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;x1&amp;gt;, &amp;lt;y1&amp;gt;, &amp;lt;x2&amp;gt; and &amp;lt;y2&amp;gt; are boundaries on the screen that define where the number may be drawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;digitalscale&amp;gt; is the size of the text on screen. 65536 is normal size, 32768 is half-size and 131072 is double-size.&lt;br /&gt;
&lt;br /&gt;
Example code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setvar x 300&lt;br /&gt;
setvar y 10&lt;br /&gt;
setvar shade 0&lt;br /&gt;
setvar pal 0&lt;br /&gt;
setvar tilenum DIGITALNUM&lt;br /&gt;
setvar orientation 26&lt;br /&gt;
getactor[THISACTOR].extra TEMP&lt;br /&gt;
digitalnumber tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note that as with [[gametext]], [[minitext]] and friends, digitalnumber only works during [[events]].&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;br /&gt;
[[Category:Screen drawing commands]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Gametextz&amp;diff=6483</id>
		<title>Gametextz</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Gametextz&amp;diff=6483"/>
		<updated>2008-01-26T14:03:35Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: New page: gametextz &amp;lt;tilenum&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;quote&amp;gt; &amp;lt;shade&amp;gt; &amp;lt;pal&amp;gt; &amp;lt;orientation&amp;gt; &amp;lt;x1&amp;gt; &amp;lt;y1&amp;gt; &amp;lt;x2&amp;gt; &amp;lt;y2&amp;gt; &amp;lt;textscale&amp;gt;  Prints a defined quote to the screen.  &amp;lt;tilenum&amp;gt; is the first tile of a sequence of cha...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;gametextz &amp;lt;tilenum&amp;gt; &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;quote&amp;gt; &amp;lt;shade&amp;gt; &amp;lt;pal&amp;gt; &amp;lt;[[orientation]]&amp;gt; &amp;lt;x1&amp;gt; &amp;lt;y1&amp;gt; &amp;lt;x2&amp;gt; &amp;lt;y2&amp;gt; &amp;lt;textscale&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prints a defined quote to the screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tilenum&amp;gt; is the first tile of a sequence of characters.  See tile 2822 for an example.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;x&amp;gt; and &amp;lt;y&amp;gt; are on-screen coordinates. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote&amp;gt; is the quote to print, as defined by [[definequote]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;shade&amp;gt; and &amp;lt;pal&amp;gt; are obviously shade and palette.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;[[orientation]]&amp;gt; controls the way the sprite is drawn (see entry).  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;x1&amp;gt;, &amp;lt;y1&amp;gt;, &amp;lt;x2&amp;gt; and &amp;lt;y2&amp;gt; are boundaries on the screen that define where the text may be drawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;textscale&amp;gt; is the scaling size of the text to use. 65536 is full size, 32768 is half size and 131072 is double-size.&lt;br /&gt;
&lt;br /&gt;
Example code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
setvar x 320                                // &amp;quot;x=320&amp;quot; makes text be centered&lt;br /&gt;
setvar y 100&lt;br /&gt;
setvar shade 0&lt;br /&gt;
setvar pal 0&lt;br /&gt;
setvar tilenum STARTALPHANUM&lt;br /&gt;
setvar orientation 26&lt;br /&gt;
setvar TEMP 100&lt;br /&gt;
redefinequote TEMP This is ^10red           // makes the &amp;quot;red&amp;quot; word be tinted, 10 is red.&lt;br /&gt;
&lt;br /&gt;
gametext tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note that as with [[digitalnumber]], [[minitext]] and friends, gametext only works during [[events]].&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;br /&gt;
[[Category:Screen drawing commands]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Full_command_list&amp;diff=6482</id>
		<title>Full command list</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Full_command_list&amp;diff=6482"/>
		<updated>2008-01-26T14:01:51Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: (add some new commands to the listing, although I&amp;#039;ve probably missed a few)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EDuke32 Intro}}&lt;br /&gt;
&lt;br /&gt;
This is a list of every CON primitive in 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;
*[[action]]&lt;br /&gt;
*[[activatebysector]]&lt;br /&gt;
*[[actor]]&lt;br /&gt;
*[[addammo]]&lt;br /&gt;
*[[addinventory]]&lt;br /&gt;
*[[addkills]]&lt;br /&gt;
*[[addlog]]&lt;br /&gt;
*[[addlogvar]]&lt;br /&gt;
*[[addphealth]]&lt;br /&gt;
*[[addstrength]]&lt;br /&gt;
*[[addvar]]&lt;br /&gt;
*[[addvarvar]]&lt;br /&gt;
*[[addweapon]]&lt;br /&gt;
*[[addweaponvar]]&lt;br /&gt;
*[[ai]]&lt;br /&gt;
*[[andvar]]&lt;br /&gt;
*[[andvarvar]]&lt;br /&gt;
*[[angoff]]&lt;br /&gt;
*[[angoffvar]]&lt;br /&gt;
*[[betaname]]&lt;br /&gt;
*[[break]]&lt;br /&gt;
*[[cactor]]&lt;br /&gt;
*[[cansee]]&lt;br /&gt;
*[[canseespr]]&lt;br /&gt;
*[[case]]&lt;br /&gt;
*[[changespritesect]]&lt;br /&gt;
*[[changespritestat]]&lt;br /&gt;
*[[cheatkeys]]&lt;br /&gt;
*[[checkactivatormotion]]&lt;br /&gt;
*[[checkavailinven]]&lt;br /&gt;
*[[checkavailweapon]]&lt;br /&gt;
*[[clipdist]]&lt;br /&gt;
*[[cos]]&lt;br /&gt;
*[[count]]&lt;br /&gt;
*[[cstat]]&lt;br /&gt;
*[[cstator]]&lt;br /&gt;
*[[debris]]&lt;br /&gt;
*[[debug]]&lt;br /&gt;
*[[default]]&lt;br /&gt;
*[[define]]&lt;br /&gt;
*[[definecheat]]&lt;br /&gt;
*[[definegamefuncname]]&lt;br /&gt;
*[[definegametype]]&lt;br /&gt;
*[[definelevelname]]&lt;br /&gt;
*[[defineprojectile]]&lt;br /&gt;
*[[definequote]]&lt;br /&gt;
*[[defineskillname]]&lt;br /&gt;
*[[definesound]]&lt;br /&gt;
*[[definevolumename]]&lt;br /&gt;
*[[digitalnumber]]&lt;br /&gt;
*[[digitalnumberz]]&lt;br /&gt;
*[[displayrand]]&lt;br /&gt;
*[[displayrandvar]]&lt;br /&gt;
*[[displayrandvarvar]]&lt;br /&gt;
*[[dist]]&lt;br /&gt;
*[[divvar]]&lt;br /&gt;
*[[divvarvar]]&lt;br /&gt;
*[[dragpoint]]&lt;br /&gt;
*[[dynamicremap]]&lt;br /&gt;
*[[else]]&lt;br /&gt;
*[[enda]]&lt;br /&gt;
*[[endevent]]&lt;br /&gt;
*[[endofgame]]&lt;br /&gt;
*[[ends]]&lt;br /&gt;
*[[endswitch]]&lt;br /&gt;
*[[enhanced]]&lt;br /&gt;
*[[eqspawn]]&lt;br /&gt;
*[[eqspawnvar]]&lt;br /&gt;
*[[eshoot]]&lt;br /&gt;
*[[eshootvar]]&lt;br /&gt;
*[[espawn]]&lt;br /&gt;
*[[espawnvar]]&lt;br /&gt;
*[[eventloadactor]]&lt;br /&gt;
*[[ezshoot]]&lt;br /&gt;
*[[ezshootvar]]&lt;br /&gt;
*[[fall]]&lt;br /&gt;
*[[findnearactor]]&lt;br /&gt;
*[[findnearactor3d]]&lt;br /&gt;
*[[findnearactor3dvar]]&lt;br /&gt;
*[[findnearactorvar]]&lt;br /&gt;
*[[findnearactorz]]&lt;br /&gt;
*[[findnearactorzvar]]&lt;br /&gt;
*[[findnearsprite]]&lt;br /&gt;
*[[findnearsprite3d]]&lt;br /&gt;
*[[findnearsprite3dvar]]&lt;br /&gt;
*[[findnearspritevar]]&lt;br /&gt;
*[[findnearspritez]]&lt;br /&gt;
*[[findnearspritezvar]]&lt;br /&gt;
*[[findotherplayer]]&lt;br /&gt;
*[[findplayer]]&lt;br /&gt;
*[[flash]]&lt;br /&gt;
*[[gamestartup]]&lt;br /&gt;
*[[gametext]]&lt;br /&gt;
*[[gametextz]]&lt;br /&gt;
*[[gamevar]]&lt;br /&gt;
*[[getactor]]&lt;br /&gt;
*[[getactorangle]]&lt;br /&gt;
*[[getactorvar]]&lt;br /&gt;
*[[getangle]]&lt;br /&gt;
*[[getangletotarget]]&lt;br /&gt;
*[[getceilzofslope]]&lt;br /&gt;
*[[getcurraddress]]&lt;br /&gt;
*[[getflorzofslope]]&lt;br /&gt;
*[[getincangle]]&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;
*[[getinput]]&lt;br /&gt;
*[[getlastpal]]&lt;br /&gt;
*[[getplayer]]&lt;br /&gt;
*[[getplayerangle]]&lt;br /&gt;
*[[getplayervar]]&lt;br /&gt;
*[[getpname]]&lt;br /&gt;
*[[getprojectile]]&lt;br /&gt;
*[[getsector]]&lt;br /&gt;
*[[gettextureceiling]]&lt;br /&gt;
*[[gettexturefloor]]&lt;br /&gt;
*[[getthisprojectile]]&lt;br /&gt;
*[[getuserdef]]&lt;br /&gt;
*[[getwall]]&lt;br /&gt;
*[[getzrange]]&lt;br /&gt;
*[[globalsound]]&lt;br /&gt;
*[[globalsoundvar]]&lt;br /&gt;
*[[gmaxammo]]&lt;br /&gt;
*[[guniqhudid]]&lt;br /&gt;
*[[guts]]&lt;br /&gt;
*[[headspritesect]]&lt;br /&gt;
*[[headspritestat]]&lt;br /&gt;
*[[hitradius]]&lt;br /&gt;
*[[hitscan]]&lt;br /&gt;
*[[ifaction]]&lt;br /&gt;
*[[ifactioncount]]&lt;br /&gt;
*[[ifactor]]&lt;br /&gt;
*[[ifactornotstayput]]&lt;br /&gt;
*[[ifai]]&lt;br /&gt;
*[[ifangdiffl]]&lt;br /&gt;
*[[ifawayfromwall]]&lt;br /&gt;
*[[ifbulletnear]]&lt;br /&gt;
*[[ifcansee]]&lt;br /&gt;
*[[ifcanseetarget]]&lt;br /&gt;
*[[ifcanshoottarget]]&lt;br /&gt;
*[[ifceilingdistl]]&lt;br /&gt;
*[[ifcount]]&lt;br /&gt;
*[[ifdead]]&lt;br /&gt;
*[[iffloordistl]]&lt;br /&gt;
*[[ifgapzl]]&lt;br /&gt;
*[[ifgotweaponce]]&lt;br /&gt;
*[[ifhitspace]]&lt;br /&gt;
*[[ifhitweapon]]&lt;br /&gt;
*[[ifinouterspace]]&lt;br /&gt;
*[[ifinspace]]&lt;br /&gt;
*[[ifinwater]]&lt;br /&gt;
*[[ifmove]]&lt;br /&gt;
*[[ifmultiplayer]]&lt;br /&gt;
*[[ifnosounds]]&lt;br /&gt;
*[[ifnotmoving]]&lt;br /&gt;
*[[ifonwater]]&lt;br /&gt;
*[[ifoutside]]&lt;br /&gt;
*[[ifp]]&lt;br /&gt;
*[[ifpdistg]]&lt;br /&gt;
*[[ifpdistl]]&lt;br /&gt;
*[[ifphealthl]]&lt;br /&gt;
*[[ifpinventory]]&lt;br /&gt;
*[[ifrespawn]]&lt;br /&gt;
*[[ifrnd]]&lt;br /&gt;
*[[ifsound]]&lt;br /&gt;
*[[ifspawnedby]]&lt;br /&gt;
*[[ifspritepal]]&lt;br /&gt;
*[[ifsquished]]&lt;br /&gt;
*[[ifstrength]]&lt;br /&gt;
*[[ifvarand]]&lt;br /&gt;
*[[ifvare]]&lt;br /&gt;
*[[ifvarg]]&lt;br /&gt;
*[[ifvarl]]&lt;br /&gt;
*[[ifvarn]]&lt;br /&gt;
*[[ifvarvarand]]&lt;br /&gt;
*[[ifvarvare]]&lt;br /&gt;
*[[ifvarvarg]]&lt;br /&gt;
*[[ifvarvarl]]&lt;br /&gt;
*[[ifvarvarn]]&lt;br /&gt;
*[[ifwasweapon]]&lt;br /&gt;
*[[include]]&lt;br /&gt;
*[[inittimer]]&lt;br /&gt;
*[[insertspriteq]]&lt;br /&gt;
*[[jump]]&lt;br /&gt;
*[[killit]]&lt;br /&gt;
*[[ldist]]&lt;br /&gt;
*[[lockplayer]]&lt;br /&gt;
*[[lotsofglass]]&lt;br /&gt;
*[[mail]]&lt;br /&gt;
*[[mikesnd]]&lt;br /&gt;
*[[minitext]]&lt;br /&gt;
*[[modvar]]&lt;br /&gt;
*[[modvarvar]]&lt;br /&gt;
*[[money]]&lt;br /&gt;
*[[move]]&lt;br /&gt;
*[[movesprite]]&lt;br /&gt;
*[[mulscale]]&lt;br /&gt;
*[[mulvar]]&lt;br /&gt;
*[[mulvarvar]]&lt;br /&gt;
*[[music]]&lt;br /&gt;
*[[myos]]&lt;br /&gt;
*[[myospal]]&lt;br /&gt;
*[[myospalx]]&lt;br /&gt;
*[[myosx]]&lt;br /&gt;
*[[neartag]]&lt;br /&gt;
*[[nextspritesect]]&lt;br /&gt;
*[[nextspritestat]]&lt;br /&gt;
*[[nullop]]&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;
*[[onevent]]&lt;br /&gt;
*[[operate]]&lt;br /&gt;
*[[operateactivators]]&lt;br /&gt;
*[[operatemasterswitches]]&lt;br /&gt;
*[[operaterespawns]]&lt;br /&gt;
*[[operatesectors]]&lt;br /&gt;
*[[orvar]]&lt;br /&gt;
*[[orvarvar]]&lt;br /&gt;
*[[palfrom]]&lt;br /&gt;
*[[paper]]&lt;br /&gt;
*[[pkick]]&lt;br /&gt;
*[[precache]]&lt;br /&gt;
*[[prevspritesect]]&lt;br /&gt;
*[[prevspritestat]]&lt;br /&gt;
*[[pstomp]]&lt;br /&gt;
*[[qspawn]]&lt;br /&gt;
*[[qspawnvar]]&lt;br /&gt;
*[[qsprintf]]&lt;br /&gt;
*[[qstrcat]]&lt;br /&gt;
*[[qstrcpy]]&lt;br /&gt;
*[[qstrlen]]&lt;br /&gt;
*[[quake]]&lt;br /&gt;
*[[quote]]&lt;br /&gt;
*[[randvar]]&lt;br /&gt;
*[[randvarvar]]&lt;br /&gt;
*[[readgamevar]]&lt;br /&gt;
*[[redefinequote]]&lt;br /&gt;
*[[resetactioncount]]&lt;br /&gt;
*[[resetcount]]&lt;br /&gt;
*[[resetplayer]]&lt;br /&gt;
*[[respawnhitag]]&lt;br /&gt;
*[[rotatepoint]]&lt;br /&gt;
*[[rotatesprite]]&lt;br /&gt;
*[[save]]&lt;br /&gt;
*[[savegamevar]]&lt;br /&gt;
*[[sectgethitag]]&lt;br /&gt;
*[[sectgetlotag]]&lt;br /&gt;
*[[setactor]]&lt;br /&gt;
*[[setactorangle]]&lt;br /&gt;
*[[setactorvar]]&lt;br /&gt;
*[[setaspect]]&lt;br /&gt;
*[[setinput]]&lt;br /&gt;
*[[setplayer]]&lt;br /&gt;
*[[setplayerangle]]&lt;br /&gt;
*[[setplayervar]]&lt;br /&gt;
*[[setprojectile]]&lt;br /&gt;
*[[setsector]]&lt;br /&gt;
*[[setsprite]]&lt;br /&gt;
*[[setthisprojectile]]&lt;br /&gt;
*[[setuserdef]]&lt;br /&gt;
*[[setvar]]&lt;br /&gt;
*[[setvarvar]]&lt;br /&gt;
*[[setwall]]&lt;br /&gt;
*[[shiftvarl]]&lt;br /&gt;
*[[shiftvarr]]&lt;br /&gt;
*[[shoot]]&lt;br /&gt;
*[[shootvar]]&lt;br /&gt;
*[[showview]]&lt;br /&gt;
*[[sin]]&lt;br /&gt;
*[[sizeat]]&lt;br /&gt;
*[[sizeto]]&lt;br /&gt;
*[[sleeptime]]&lt;br /&gt;
*[[smaxammo]]&lt;br /&gt;
*[[sound]]&lt;br /&gt;
*[[soundonce]]&lt;br /&gt;
*[[soundoncevar]]&lt;br /&gt;
*[[soundvar]]&lt;br /&gt;
*[[spawn]]&lt;br /&gt;
*[[spgethitag]]&lt;br /&gt;
*[[spgetlotag]]&lt;br /&gt;
*[[spriteflags]]&lt;br /&gt;
*[[spritenoshade]]&lt;br /&gt;
*[[spritenvg]]&lt;br /&gt;
*[[spritepal]]&lt;br /&gt;
*[[spriteshadow]]&lt;br /&gt;
*[[sqrt]]&lt;br /&gt;
*[[ssp]]&lt;br /&gt;
*[[startlevel]]&lt;br /&gt;
*[[starttrack]]&lt;br /&gt;
*[[state]]&lt;br /&gt;
*[[stopallsounds]]&lt;br /&gt;
*[[stopsound]]&lt;br /&gt;
*[[stopsoundvar]]&lt;br /&gt;
*[[strength]]&lt;br /&gt;
*[[subvar]]&lt;br /&gt;
*[[subvarvar]]&lt;br /&gt;
*[[switch]]&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[tip]]&lt;br /&gt;
*[[tossweapon]]&lt;br /&gt;
*[[updatesector]]&lt;br /&gt;
*[[updatesectorz]]&lt;br /&gt;
*[[useractor]]&lt;br /&gt;
*[[userquote]]&lt;br /&gt;
*[[wackplayer]]&lt;br /&gt;
*[[whilevarn]]&lt;br /&gt;
*[[whilevarvarn]]&lt;br /&gt;
*[[xorvar]]&lt;br /&gt;
*[[xorvarvar]]&lt;br /&gt;
*[[zshoot]]&lt;br /&gt;
*[[zshootvar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:All commands]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Getkeyname&amp;diff=6481</id>
		<title>Getkeyname</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Getkeyname&amp;diff=6481"/>
		<updated>2008-01-26T14:00:09Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: New page: &amp;#039;&amp;#039;getkeyname&amp;#039;&amp;#039; &amp;lt;quoteID&amp;gt; &amp;lt;funcID&amp;gt; &amp;lt;key&amp;gt;  &amp;lt;quoteID&amp;gt; - defines a quote at this slot.  &amp;lt;funcID&amp;gt;    Move_Forward             0    Move_Backward            1    Turn_Left                2    Tu...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;getkeyname&#039;&#039; &amp;lt;quoteID&amp;gt; &amp;lt;funcID&amp;gt; &amp;lt;key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quoteID&amp;gt; - defines a quote at this slot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;funcID&amp;gt;&lt;br /&gt;
   Move_Forward             0&lt;br /&gt;
   Move_Backward            1&lt;br /&gt;
   Turn_Left                2&lt;br /&gt;
   Turn_Right               3&lt;br /&gt;
   Strafe                   4&lt;br /&gt;
   Fire                     5&lt;br /&gt;
   Open                     6&lt;br /&gt;
   Run                      7&lt;br /&gt;
   AutoRun                  8&lt;br /&gt;
   Jump                     9&lt;br /&gt;
   Crouch                  10&lt;br /&gt;
   Look_Up                 11&lt;br /&gt;
   Look_Down               12&lt;br /&gt;
   Look_Left               13&lt;br /&gt;
   Look_Right              14&lt;br /&gt;
   Strafe_Left             15&lt;br /&gt;
   Strafe_Right            16&lt;br /&gt;
   Aim_Up                  17&lt;br /&gt;
   Aim_Down                18&lt;br /&gt;
   Weapon_1                19&lt;br /&gt;
   Weapon_2                20&lt;br /&gt;
   Weapon_3                21&lt;br /&gt;
   Weapon_4                22&lt;br /&gt;
   Weapon_5                23&lt;br /&gt;
   Weapon_6                24&lt;br /&gt;
   Weapon_7                25&lt;br /&gt;
   Weapon_8                26&lt;br /&gt;
   Weapon_9                27&lt;br /&gt;
   Weapon_10               28&lt;br /&gt;
   Inventory               29&lt;br /&gt;
   Inventory_Left          30&lt;br /&gt;
   Inventory_Right         31&lt;br /&gt;
   Holo_Duke               32&lt;br /&gt;
   Jetpack                 33&lt;br /&gt;
   NightVision             34&lt;br /&gt;
   MedKit                  35&lt;br /&gt;
   TurnAround              36&lt;br /&gt;
   SendMessage             37&lt;br /&gt;
   Map                     38&lt;br /&gt;
   Shrink_Screen           39&lt;br /&gt;
   Enlarge_Screen          40&lt;br /&gt;
   Center_View             41&lt;br /&gt;
   Holster_Weapon          42&lt;br /&gt;
   Show_Opponents_Weapon   43&lt;br /&gt;
   Map_Follow_Mode         44&lt;br /&gt;
   See_Coop_View           45&lt;br /&gt;
   Mouse_Aiming            46&lt;br /&gt;
   Toggle_Crosshair        47&lt;br /&gt;
   Steroids                48&lt;br /&gt;
   Quick_Kick              49&lt;br /&gt;
   Next_Weapon             50&lt;br /&gt;
   Previous_Weapon         51&lt;br /&gt;
   Show_Console            52&lt;br /&gt;
&lt;br /&gt;
&amp;lt;key&amp;gt; = 0 or 1&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_DISPLAYWEAPON&amp;diff=6406</id>
		<title>EVENT DISPLAYWEAPON</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_DISPLAYWEAPON&amp;diff=6406"/>
		<updated>2007-11-29T02:24:11Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_DISPLAYWEAPON is a [http://www.eduke32.com/wiki/index.php?title=EDuke32_event_list Game Event].&lt;br /&gt;
&lt;br /&gt;
This event is similar to [[EVENT_DISPLAYREST]] and [[EVENT_DISPLAYCROSSHAIR]] in the fact that it is used to draw the HUD weapons on-screen. The only reason this is seperated from [[EVENT_DISPLAYREST]] and [[EVENT_DISPLAYCROSSHAIR]] is that this event is only run when view mode (a.k.a. F7 or DNVIEW) is off. You can use it to draw your own custom weapons to the screen that do not have the exact same tile set as the pre-set weapons. Remember to check the player&#039;s current weapon first and then, if it is the weapon slot that you want replaced, then put &amp;lt;code&amp;gt;setvar RETURN -1&amp;lt;/code&amp;gt; in your code.&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_DISPLAYWEAPON&amp;diff=6405</id>
		<title>EVENT DISPLAYWEAPON</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_DISPLAYWEAPON&amp;diff=6405"/>
		<updated>2007-11-29T02:23:27Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: +category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This event is similar to [[EVENT_DISPLAYREST]] and [[EVENT_DISPLAYCROSSHAIR]] in the fact that it is used to draw the HUD weapons on-screen. The only reason this is seperated from [[EVENT_DISPLAYREST]] and [[EVENT_DISPLAYCROSSHAIR]] is that this event is only run when view mode (a.k.a. F7 or DNVIEW) is off. You can use it to draw your own custom weapons to the screen that do not have the exact same tile set as the pre-set weapons. Remember to check the player&#039;s current weapon first and then, if it is the weapon slot that you want replaced, then put &amp;lt;code&amp;gt;setvar RETURN -1&amp;lt;/code&amp;gt; in your code.&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Definelevelname&amp;diff=6403</id>
		<title>Definelevelname</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Definelevelname&amp;diff=6403"/>
		<updated>2007-11-25T07:42:10Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;definelevelname &amp;lt;episode&amp;gt; &amp;lt;levelnum&amp;gt; &amp;lt;mapname&amp;gt; &amp;lt;partime&amp;gt; &amp;lt;3dr&amp;gt; &amp;lt;levname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This sets up a level to be used in the game. The parameters &amp;lt;episode&amp;gt; and &amp;lt;levelnum&amp;gt; set up where the map is in the game chronologically (starting at 0, ending at 30), &amp;lt;mapname&amp;gt; is the filename of the map file, &amp;lt;partime&amp;gt; is the estimated length of time needed to complete the level, &amp;lt;3dr&amp;gt; is the timed length of completion by 3D Realms, and &amp;lt;levname&amp;gt; defines how the level is named in the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Duke3D 1.3/1.5 commands]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Extra_extra8&amp;diff=6389</id>
		<title>Extra extra8</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Extra_extra8&amp;diff=6389"/>
		<updated>2007-11-04T22:41:23Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is initialized to zero. The [[player]] is given this amount of damage divded by 256 (shift right by 8). If no actual damage is done, then the value is not cleared. The actual damage applied to the player is modified by [[shield_amount]].  This behavior can be intercepted in the [[EVENT_INCURDAMAGE]] [[events|event]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Floorstat&amp;diff=6388</id>
		<title>Floorstat</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Floorstat&amp;diff=6388"/>
		<updated>2007-11-02T09:06:03Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Floorstat&#039;&#039;&#039; is a sector-structure member similar to cstat, as it is a bitfield.&lt;br /&gt;
&lt;br /&gt;
The known values are below&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039; = Bit 0: Floor is a parallax sky/texture&lt;br /&gt;
:&#039;&#039;&#039;2&#039;&#039;&#039; = Bit 1: Floor is sloped&lt;br /&gt;
:&#039;&#039;&#039;4&#039;&#039;&#039; = Bit 2: Floor Texture&#039;s x &amp;amp; y is swapped&lt;br /&gt;
:&#039;&#039;&#039;8&#039;&#039;&#039; = Bit 3: Floor Texture Expansion is on [&amp;quot;E&amp;quot; key in Build/Mapster32]&lt;br /&gt;
:&#039;&#039;&#039;16&#039;&#039;&#039; = Bit 4: Floor Texture&#039;s x is flipped&lt;br /&gt;
:&#039;&#039;&#039;32&#039;&#039;&#039; = Bit 5: Floor Texture&#039;s y is flipped&lt;br /&gt;
:&#039;&#039;&#039;64&#039;&#039;&#039; = Bit 6: Floor Texture Relativity is on [&amp;quot;R&amp;quot; key in Build/Mapster32]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;128&#039;&#039;&#039; = Bit 7: Masked Floor [?, Unused in Source Code &amp;amp; Game]&lt;br /&gt;
:&#039;&#039;&#039;256&#039;&#039;&#039; = Bit 8: Translucent Masked Floor [?, Unused in Source Code &amp;amp; Game]&lt;br /&gt;
:&#039;&#039;&#039;384&#039;&#039;&#039; = Bit 7&amp;amp;8: Reverse Translucent Masked Floor [?, Unused in Source Code &amp;amp; Game]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also [[ceilingstat]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sector structure members]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Floorstat&amp;diff=6387</id>
		<title>Floorstat</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Floorstat&amp;diff=6387"/>
		<updated>2007-11-02T09:05:49Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Floorstat&#039;&#039;&#039; is a sector-structure member similar to cstat, as it is a bitfield.&lt;br /&gt;
&lt;br /&gt;
The known values are below&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039; = Bit 0: Floor is a parallax sky/texture&lt;br /&gt;
:&#039;&#039;&#039;2&#039;&#039;&#039; = Bit 1: Floor is sloped&lt;br /&gt;
:&#039;&#039;&#039;4&#039;&#039;&#039; = Bit 2: Floor Texture&#039;s x &amp;amp; y is swapped&lt;br /&gt;
:&#039;&#039;&#039;8&#039;&#039;&#039; = Bit 3: Floor Texture Expansion is on [&amp;quot;E&amp;quot; key in Build/Mapster32]&lt;br /&gt;
:&#039;&#039;&#039;16&#039;&#039;&#039; = Bit 4: Floor Texture&#039;s x is flipped&lt;br /&gt;
:&#039;&#039;&#039;32&#039;&#039;&#039; = Bit 5: Floor Texture&#039;s y is flipped&lt;br /&gt;
:&#039;&#039;&#039;64&#039;&#039;&#039; = Bit 6: Floor Texture Relativity is on [&amp;quot;R&amp;quot; key in Build/Mapster32]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;128&#039;&#039;&#039; = Bit 7: Masked Floor [?, Unused in Source Code &amp;amp; Game]&lt;br /&gt;
:&#039;&#039;&#039;256&#039;&#039;&#039; = Bit 8: Translucent Masked Floor [?, Unused in Source Code &amp;amp; Game]&lt;br /&gt;
:&#039;&#039;&#039;384&#039;&#039;&#039; = Bit 7&amp;amp;8: Reverse Translucent Masked Floor [?, Unused in Source Code &amp;amp; Game]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also [[ceilingstat]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sector structure members]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Ceilingstat&amp;diff=6386</id>
		<title>Ceilingstat</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Ceilingstat&amp;diff=6386"/>
		<updated>2007-11-02T09:04:47Z</updated>

		<summary type="html">&lt;p&gt;LordMisfit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ceilingstat&#039;&#039;&#039; is a sector-structure member similar to cstat, as it is a bitfield.&lt;br /&gt;
&lt;br /&gt;
The known values are below&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039; = Bit 0: Ceiling is a parallax sky/texture&lt;br /&gt;
:&#039;&#039;&#039;2&#039;&#039;&#039; = Bit 1: Ceiling is sloped&lt;br /&gt;
:&#039;&#039;&#039;4&#039;&#039;&#039; = Bit 2: Ceiling Texture&#039;s x &amp;amp; y is swapped&lt;br /&gt;
:&#039;&#039;&#039;8&#039;&#039;&#039; = Bit 3: Ceiling Texture Expansion is on [&amp;quot;E&amp;quot; key in Build/Mapster32]&lt;br /&gt;
:&#039;&#039;&#039;16&#039;&#039;&#039; = Bit 4: Ceiling Texture&#039;s x is flipped&lt;br /&gt;
:&#039;&#039;&#039;32&#039;&#039;&#039; = Bit 5: Ceiling Texture&#039;s y is flipped&lt;br /&gt;
:&#039;&#039;&#039;64&#039;&#039;&#039; = Bit 6: Ceiling Texture Relativity is on [&amp;quot;R&amp;quot; key in Build/Mapster32]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;128&#039;&#039;&#039; = Bit 7: Masked Ceiling [?, Unused in Source Code &amp;amp; Game]&lt;br /&gt;
:&#039;&#039;&#039;256&#039;&#039;&#039; = Bit 8: Translucent Masked Ceiling [?, Unused in Source Code &amp;amp; Game]&lt;br /&gt;
:&#039;&#039;&#039;384&#039;&#039;&#039; = Bit 7&amp;amp;8: Reverse Translucent Masked Ceiling [?, Unused in Source Code &amp;amp; Game]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also [[floorstat]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sector structure members]]&lt;/div&gt;</summary>
		<author><name>LordMisfit</name></author>
	</entry>
</feed>