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5 July 2025
- 12:2912:29, 5 July 2025 Ifplaybackon (hist | edit) [281 bytes] Oasiz (talk | contribs) (Created page with "'''ifplaybackon''' This is a dummy command intended for World Tour compatibility. The use is to determine if the replay feature is enabled or not. With EDuke32 this will always return "false" Category:EDuke32_specific_commands")
- 12:1912:19, 5 July 2025 Preloadtrackslotforswap (hist | edit) [196 bytes] Oasiz (talk | contribs) (Created page with "'''preloadtrackslotforswap''' <volume> <level> '''! THIS COMMAND DOES NOT FUNCTION !''' Code for this was added on r6623 and presumably intended to allow pre-caching of data for an eventual swaptrackslot command.")
- 12:1512:15, 5 July 2025 Undefinevolume (hist | edit) [239 bytes] Oasiz (talk | contribs) (Created page with "'''undefinevolume''' <volume> This removes all of the level entries under a <volume>, along with par & designer time definitions and the volume name definition itself. Category:EDuke32_specific_commands Category:Game manipulation")
- 12:1312:13, 5 July 2025 Undefinelevel (hist | edit) [198 bytes] Oasiz (talk | contribs) (Created page with "'''undefinelevel''' <volume> <level> This removes the <level> entry from <volume>, along with par & designer time definitions. Category:EDuke32_specific_commands Category:Game manipulation")
- 12:0212:02, 5 July 2025 Swaptrackslot (hist | edit) [422 bytes] Oasiz (talk | contribs) (Created page with "'''setmusicposition''' <volume> <level> Swaps current track with another one while attempting to keep the seek position. This is a helper function that does getmusicposition -> starttrack -> setmusicposition in one go Category:EDuke32 specific commands Category:Sound manipulation")
- 09:4709:47, 5 July 2025 Spawnwallstainedglass (hist | edit) [678 bytes] Oasiz (talk | contribs) (Created page with "'''spawnwallstainedglass''' <sprite id> <wall id> <glass count> Calls the "spawn random glass" function, seen when the player shoots at the stained glass seen in E1L3 or the flashing statue in E3L1 This works by spawning GLASSPIECES randomly for the amount set in glass count for the wall segment.<br> The pieces will fall down in relation to where the light was shot from, typically facing the player and roughly from the height the bullet hit it. Contrary to the name, i...")
- 09:4109:41, 5 July 2025 Spawnwallglass (hist | edit) [674 bytes] Oasiz (talk | contribs) (Created page with "'''spawnwallglass''' <sprite id> <wall id> <glass count> Calls the glass spawning function commonly seen when a player shoots a wall light. This works by spawning GLASSPIECES randomly for the amount set in glass count for the wall segment.<br> The pieces will fall down in relation to where the light was shot from, typically facing the player and roughly from the height the bullet hit it. See also: spawnceilingglass spawnwallstainedglass Category:EDuke32_spe...")
- 09:2609:26, 5 July 2025 Spawnceilingglass (hist | edit) [773 bytes] Oasiz (talk | contribs) (Created page with "'''spawnceilingglass''' <sprite id> <sector id> <glass count> Calls the glass spawning function commonly seen when a player shoots a ceiling light. This works by iterating through the sector's walls and spawning GLASSPIECES for the amount set in glass count (+1) for each of the wall segments at a random location along the line.<br> The height for each piece is randomized inside a 5120 Z unit window, starting from the ceiling of the light sector. See also: spawnwallg...")
- 08:3908:39, 5 July 2025 Getngcflags (hist | edit) [453 bytes] Oasiz (talk | contribs) (Created page with "'''getngcflags''' <const/var> <idx1> [<idx2>...] Gets the flags for the newgamechoices entries at the specified indices. The index list is variable-sized, up to a maximum of 3. This can be used to enable/disable the MEF_Hidden and MEF_Locked state. Supersedes the userdef struct members: `m_newgamecustomopen` and `m_newgamecustomsubopen`. See also: setngcflags Category:EDuke32_specific_commands Category:Userdef structure manipulation")
- 08:3808:38, 5 July 2025 Setngcflags (hist | edit) [453 bytes] Oasiz (talk | contribs) (Created page with "'''setngcflags''' <const/var> <idx1> [<idx2>...] Gets/sets the flags for the newgamechoices entries at the specified indices. The index list is variable-sized, up to a maximum of 3. This can be used to enable/disable the MEF_Hidden and MEF_Locked state. Supersedes the userdef struct members: `m_newgamecustomopen` and `m_newgamecustomsubopen`. See also: getngcflags Category:EDuke32_specific_commands Category:Userdef structure manipulation")
- 08:2308:23, 5 July 2025 Movesector (hist | edit) [542 bytes] Oasiz (talk | contribs) (Created page with "'''movesector''' <sprite ID> A function commonly called by the game code for moving sectors in X and Y axes (but not Z) during events such as earthquakes, rotating sectors, swinging doors and escalators. The sprite ID and it's xvel and yvel will determine the new x-y and the rotation angle can be accessed through EVENT_MOVESECTOR. Source code says that sprite's T1, T2 and T3 are used, where T2 is originIdx, T3 for rotateAngle but nothing for T1.")
- 08:0808:08, 5 July 2025 Sectclearinterpolation (hist | edit) [607 bytes] Oasiz (talk | contribs) (Created page with "'''sectclearinterpolation''' <sectnum> This will remove interpolation from the sector's movement, reverting the updates to the native 30Hz rate. Useful for few edge cases where removing hardcoded or otherwise CON enabled interpolation is desirable, such as instant snap movements from explosions A good example would be creating the illusion of continuous motion like with escalator effect, which currently looks broken as the released version incorrectly applies interpol...")
- 07:5507:55, 5 July 2025 Settiledata (hist | edit) [359 bytes] Oasiz (talk | contribs) (Created page with "'''settiledata'''[<id>].<tiledata member> Allows quick access to tiledata[] struct members. Example: gettiledata[THISACTOR].gameflags temp or temp SFLAG_BADGUYSTAYPUT settiledata[THISACTOR].gameflags temp See also: gettiledata Category:EDuke32 specific commands Category:Structure_access")
- 07:5407:54, 5 July 2025 Gettiledata (hist | edit) [359 bytes] Oasiz (talk | contribs) (Created page with "'''gettiledata'''[<id>].<tiledata member> Allows quick access to tiledata[] struct members. Example: gettiledata[THISACTOR].gameflags temp or temp SFLAG_BADGUYSTAYPUT settiledata[THISACTOR].gameflags temp See also: settiledata Category:EDuke32 specific commands Category:Structure_access")
- 07:4007:40, 5 July 2025 Swaparrays (hist | edit) [194 bytes] Oasiz (talk | contribs) (Created page with "'''swaparrays''' <array name #1> <array name #2> Swaps the contents and sizing of two existing gamearray entries. Category:EDuke32 specific commands Category:Gamearray manipulation")
3 July 2025
- 14:0714:07, 3 July 2025 EVENT OPERATEACTIVATORS (hist | edit) [1,025 bytes] Oasiz (talk | contribs) (Created page with "{{EventTable|1=EVENT_OPERATEACTIVATORS|2=player who operated|3=current sprite|4=1 value}} '''EVENT_OPERATEACTIVATORS''' is a Game Event. This event is triggered for each STAT_ACTIVATOR sprite with a matching lotag when OperateActivators() is called. In practice, this applies to Buttons, Touchplates, two-way trains and the CON command Operateactivators THISACTOR will be set to the current matching [[statnum|STAT_ACTIVATOR]...")
6 June 2025
- 17:1917:19, 6 June 2025 Actors undefined scaling (hist | edit) [1,845 bytes] Fox (talk | contribs) (Created page with "Some actors in Duke Nukem 3D have undefined scaling, which can cause a variety of issues. Most enemies in the game are hard-coded to have the xrepeat/yrepeat forced when the map is loaded. However, there are some exceptions for this. Additionally, some level editors may also force the scaling of sprites with a specific tilenum. == Hard-coded actors == The xrepeat/yrepeat values for the RECON (Recon Patrol Vehicle) and EGG (Protozoid Slimer Egg) are not set anywhere....")