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	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Installation_and_configuration&amp;diff=11548</id>
		<title>Installation and configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Installation_and_configuration&amp;diff=11548"/>
		<updated>2013-03-21T01:50:37Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Installing EDuke32==&lt;br /&gt;
&lt;br /&gt;
#Copy the files DUKE3D.GRP and DUKE.RTS to a directory of your choosing on your hard disk. Under Windows, the GRP file may show up as a &amp;quot;Microsoft Program Group&amp;quot;.&lt;br /&gt;
#*If you have your &#039;&#039;Duke Nukem 3D&#039;&#039; or &#039;&#039;Duke Nukem 3D: Atomic Edition&#039;&#039; CD, you can find them in your &#039;&#039;DN3DINST&#039;&#039; or &#039;&#039;ATOMINST&#039;&#039; directory respectively.&lt;br /&gt;
#*If you bought the game from [http://www.gog.com/en/gamecard/duke_nukem_3d_atomic_edition/?pp=6c1e671f9af5b46d9c1a52067bdf0e53685674f7 Good Old Games], these files are in the &#039;&#039;C:\Program Files\GOG.com\Duke Nukem 3D&#039;&#039; directory or a similar location.&lt;br /&gt;
#*If you have bought the [http://store.steampowered.com/app/225140/ Steam version Duke Nukem 3D: Megaton Edition] you can find these files in &#039;&#039;Steam\steamapps\common\Duke Nukem 3D\gameroot\classic&#039;&#039;&lt;br /&gt;
#*If you have not purchased the game, the [http://hendricks266.duke4.net/files/3dduke13_data.7z shareware demo] is also supported.&lt;br /&gt;
#[[Download EDuke32]] and extract it to the folder you created in step 1.&lt;br /&gt;
#Optionally, see the [http://hrp.duke4.net/ HRP site] which lists graphical and music update packs, including the High Resolution Pack.&lt;br /&gt;
#Run EDuke32!  EDuke32 (eduke32.exe) will allow you to play the game, and Mapster32 (mapster32.exe) lets you create custom maps.&lt;br /&gt;
#*If you have trouble, see [[Troubleshooting EDuke32]].&lt;br /&gt;
&lt;br /&gt;
==Configuring EDuke32 via Settings Menus==&lt;br /&gt;
&lt;br /&gt;
EDuke32 has several configuration menus full of options which allow you to adjust many aspects of the game to your preference.  The following pages will explain the various sub-menus and the settings you will find within them when you select &#039;&#039;&#039;&#039;&#039;options&#039;&#039;&#039;&#039;&#039; from the game&#039;s main menu.&lt;br /&gt;
&lt;br /&gt;
*[[Game setup]]&lt;br /&gt;
*[[Sound setup]]&lt;br /&gt;
*[[Video setup]]&lt;br /&gt;
*[[Player setup]]&lt;br /&gt;
*[[Keyboard setup]]&lt;br /&gt;
*[[Mouse setup]]&lt;br /&gt;
*[[Joystick setup]]&lt;br /&gt;
&lt;br /&gt;
==Configuring EDuke32 in other ways==&lt;br /&gt;
&lt;br /&gt;
*[[Command line options]]&lt;br /&gt;
*[[Console commands]]&lt;br /&gt;
*[[Configuration file options]]&lt;br /&gt;
*[[Environment variables]]&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 end-user documentation]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Installation_and_configuration&amp;diff=11547</id>
		<title>Installation and configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Installation_and_configuration&amp;diff=11547"/>
		<updated>2013-03-21T01:46:34Z</updated>

		<summary type="html">&lt;p&gt;The Commander: Location of DUKE3D.GRP on the Steam version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Installing EDuke32==&lt;br /&gt;
&lt;br /&gt;
#Copy the files DUKE3D.GRP and DUKE.RTS to a directory of your choosing on your hard disk. Under Windows, the GRP file may show up as a &amp;quot;Microsoft Program Group&amp;quot;.&lt;br /&gt;
#*If you have your &#039;&#039;Duke Nukem 3D&#039;&#039; or &#039;&#039;Duke Nukem 3D: Atomic Edition&#039;&#039; CD, you can find them in your &#039;&#039;DN3DINST&#039;&#039; or &#039;&#039;ATOMINST&#039;&#039; directory respectively.&lt;br /&gt;
#*If you bought the game from [http://www.gog.com/en/gamecard/duke_nukem_3d_atomic_edition/?pp=6c1e671f9af5b46d9c1a52067bdf0e53685674f7 Good Old Games], these files are in the &#039;&#039;C:\Program Files\GOG.com\Duke Nukem 3D&#039;&#039; directory or a similar location.&lt;br /&gt;
#*If you have bought the Steam version Duke Nukem 3D: Megaton Edition you can find these files in &#039;&#039;Steam\steamapps\common\Duke Nukem 3D\gameroot\classic&#039;&#039;&lt;br /&gt;
#*If you have not purchased the game, the [http://hendricks266.duke4.net/files/3dduke13_data.7z shareware demo] is also supported.&lt;br /&gt;
#[[Download EDuke32]] and extract it to the folder you created in step 1.&lt;br /&gt;
#Optionally, see the [http://hrp.duke4.net/ HRP site] which lists graphical and music update packs, including the High Resolution Pack.&lt;br /&gt;
#Run EDuke32!  EDuke32 (eduke32.exe) will allow you to play the game, and Mapster32 (mapster32.exe) lets you create custom maps.&lt;br /&gt;
#*If you have trouble, see [[Troubleshooting EDuke32]].&lt;br /&gt;
&lt;br /&gt;
==Configuring EDuke32 via Settings Menus==&lt;br /&gt;
&lt;br /&gt;
EDuke32 has several configuration menus full of options which allow you to adjust many aspects of the game to your preference.  The following pages will explain the various sub-menus and the settings you will find within them when you select &#039;&#039;&#039;&#039;&#039;options&#039;&#039;&#039;&#039;&#039; from the game&#039;s main menu.&lt;br /&gt;
&lt;br /&gt;
*[[Game setup]]&lt;br /&gt;
*[[Sound setup]]&lt;br /&gt;
*[[Video setup]]&lt;br /&gt;
*[[Player setup]]&lt;br /&gt;
*[[Keyboard setup]]&lt;br /&gt;
*[[Mouse setup]]&lt;br /&gt;
*[[Joystick setup]]&lt;br /&gt;
&lt;br /&gt;
==Configuring EDuke32 in other ways==&lt;br /&gt;
&lt;br /&gt;
*[[Command line options]]&lt;br /&gt;
*[[Console commands]]&lt;br /&gt;
*[[Configuration file options]]&lt;br /&gt;
*[[Environment variables]]&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 end-user documentation]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Polymer_Deficiencies&amp;diff=11527</id>
		<title>Polymer Deficiencies</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Polymer_Deficiencies&amp;diff=11527"/>
		<updated>2013-03-03T16:38:13Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of problems in the Polymer renderer that need to be fixed.&lt;br /&gt;
[[Plagman]] is master of everything Polymer.&lt;br /&gt;
&lt;br /&gt;
*certain major optimizations remain to be done (the sole issue is lack of time)&lt;br /&gt;
*implement new sky support; would solve:&lt;br /&gt;
**limited to one skybox&lt;br /&gt;
**level geometry is displayed through skyboxes when it should not&lt;br /&gt;
**[[showview]] command does not work&lt;br /&gt;
**changing skies at runtime&lt;br /&gt;
*no voxel support&lt;br /&gt;
*doesn&#039;t save known good geometry in savegames for use as a fallback when map effects become corrupt, revealing errors that otherwise would be avoided&lt;br /&gt;
*not hooked up to [[User:TX|TX]]&#039;s Sector Effector-based [[ROR]] (which remains useful for retrofitting existing maps)&lt;br /&gt;
*polymer does not modify roll when transforming HUD models during changes to rotscrnang (per polymost).&lt;br /&gt;
*ATI cards cast no shadows with any spotlights.&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Polymer_Deficiencies&amp;diff=11526</id>
		<title>Polymer Deficiencies</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Polymer_Deficiencies&amp;diff=11526"/>
		<updated>2013-03-03T16:36:57Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of problems in the Polymer renderer that need to be fixed.&lt;br /&gt;
[[Plagman]] is master of everything Polymer.&lt;br /&gt;
&lt;br /&gt;
*certain major optimizations remain to be done (the sole issue is lack of time)&lt;br /&gt;
*implement new sky support; would solve:&lt;br /&gt;
**limited to one skybox&lt;br /&gt;
**level geometry is displayed through skyboxes when it should not&lt;br /&gt;
**[[showview]] command does not work&lt;br /&gt;
**changing skies at runtime&lt;br /&gt;
*no voxel support&lt;br /&gt;
*doesn&#039;t save known good geometry in savegames for use as a fallback when map effects become corrupt, revealing errors that otherwise would be avoided&lt;br /&gt;
*not hooked up to [[User:TX|TX]]&#039;s Sector Effector-based [[ROR]] (which remains useful for retrofitting existing maps)&lt;br /&gt;
*polymer does not modify roll when transforming HUD models during changes to rotscrnang (per polymost).&lt;br /&gt;
*ATI cards have no shadows with any spotlights.&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=11520</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=11520"/>
		<updated>2013-02-26T15:43:46Z</updated>

		<summary type="html">&lt;p&gt;The Commander: Who removed Duke Theft Auto? Ugh.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=9972</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=9972"/>
		<updated>2011-09-27T08:37:51Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &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;
| [http://www.moddb.com/games/wgrealms-2 WGRealms 2]&lt;br /&gt;
|Total Conversion&lt;br /&gt;
|Released, in development&amp;lt;br&amp;gt;(Latest Release: &#039;&#039;&#039;1.201&#039;&#039;&#039;)&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.moddb.com/games/wgrealms-2/images 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;
|[http://www.moddb.com/games/duke-theft-auto 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>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=9971</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=9971"/>
		<updated>2011-09-27T08:33:16Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &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;
| [http://www.moddb.com/games/wgrealms-2 WGRealms 2]&lt;br /&gt;
|Total Conversion&lt;br /&gt;
|Released, in development&amp;lt;br&amp;gt;(Latest Release: &#039;&#039;&#039;1.201&#039;&#039;&#039;)&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.moddb.com/games/wgrealms-2/images 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>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=9970</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=9970"/>
		<updated>2011-09-27T08:31:12Z</updated>

		<summary type="html">&lt;p&gt;The Commander: Update WGR2 link&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;
| [http://www.moddb.com/games/wgrealms-2 WGRealms 2]&lt;br /&gt;
|Total Conversion&lt;br /&gt;
|Released, in development&amp;lt;br&amp;gt;(Latest Release: &#039;&#039;&#039;1.201&#039;&#039;&#039;)&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>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Console_commands&amp;diff=9945</id>
		<title>Console commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Console_commands&amp;diff=9945"/>
		<updated>2011-09-05T01:31:19Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Variables&lt;br /&gt;
|-&lt;br /&gt;
|cl_angleinterpolation&lt;br /&gt;
|enable/disable angle interpolation&lt;br /&gt;
|-&lt;br /&gt;
|cl_autoaim&lt;br /&gt;
|enable/disable weapon autoaim&lt;br /&gt;
|-&lt;br /&gt;
|cl_automsg&lt;br /&gt;
|enable/disable automatically sending messages to all players&lt;br /&gt;
|-&lt;br /&gt;
|cl_autovote&lt;br /&gt;
|enable/disable automatic voting&lt;br /&gt;
|-&lt;br /&gt;
|cl_democams&lt;br /&gt;
|enable/disable demo playback cameras&lt;br /&gt;
|-&lt;br /&gt;
|cl_idplayers&lt;br /&gt;
|enable/disable name display when aiming at opponents&lt;br /&gt;
|-&lt;br /&gt;
|cl_obituaries&lt;br /&gt;
|enable/disable multiplayer death messages&lt;br /&gt;
|-&lt;br /&gt;
|cl_showcoords&lt;br /&gt;
|show your position in the game world&lt;br /&gt;
|-&lt;br /&gt;
|cl_viewbob&lt;br /&gt;
|enable/disable player head bobbing&lt;br /&gt;
|-&lt;br /&gt;
|cl_weaponsway&lt;br /&gt;
|enable/disable player weapon swaying&lt;br /&gt;
|-&lt;br /&gt;
|cl_weaponswitch&lt;br /&gt;
|enable/disable auto weapon switching&lt;br /&gt;
|-&lt;br /&gt;
|crosshair&lt;br /&gt;
|enable/disable crosshair&lt;br /&gt;
|-&lt;br /&gt;
|hud_althud&lt;br /&gt;
|enable/disable alternate mini-hud&lt;br /&gt;
|-&lt;br /&gt;
|hud_flashing&lt;br /&gt;
|enable/disable althud flashing&lt;br /&gt;
|-&lt;br /&gt;
|hud_glowingquotes&lt;br /&gt;
|enable/disable &amp;quot;glowing&amp;quot; quote text&lt;br /&gt;
|-&lt;br /&gt;
|hud_messagetime&lt;br /&gt;
|length of time to display multiplayer chat messages&lt;br /&gt;
|-&lt;br /&gt;
|hud_numberpal&lt;br /&gt;
|pal for alt hud numbers&lt;br /&gt;
|-&lt;br /&gt;
|hud_numbertile&lt;br /&gt;
|first tile in alt hud number set&lt;br /&gt;
|-&lt;br /&gt;
|hud_shadows&lt;br /&gt;
|enable/disable althud shadows&lt;br /&gt;
|-&lt;br /&gt;
|hud_showmapname&lt;br /&gt;
|enable/disable map name display on load&lt;br /&gt;
|-&lt;br /&gt;
|hud_stats&lt;br /&gt;
|enable/disable level statistics display&lt;br /&gt;
|-&lt;br /&gt;
|hud_textscale&lt;br /&gt;
|sets multiplayer chat message size&lt;br /&gt;
|-&lt;br /&gt;
|in_mousebias&lt;br /&gt;
|emulates the original mouse code&#039;s weighting of input&amp;lt;br/&amp;gt; towards whichever axis is moving the most at any given time&lt;br /&gt;
|-&lt;br /&gt;
|in_mousedeadzone&lt;br /&gt;
|amount of mouse movement to filter out&lt;br /&gt;
|-&lt;br /&gt;
|in_mousesmoothing&lt;br /&gt;
|enable/disable mouse input smoothing&lt;br /&gt;
|-&lt;br /&gt;
|osdhightile&lt;br /&gt;
|enable/disable hires art replacements for console text&lt;br /&gt;
|-&lt;br /&gt;
|r_anamorphic&lt;br /&gt;
|enable/disable widescreen mode&lt;br /&gt;
|-&lt;br /&gt;
|r_drawweapon&lt;br /&gt;
|enable/disable weapon drawing&lt;br /&gt;
|-&lt;br /&gt;
|r_precache&lt;br /&gt;
|enable/disable the pre-level caching routine&lt;br /&gt;
|-&lt;br /&gt;
|r_projectionhack&lt;br /&gt;
|enable/disable projection hack&lt;br /&gt;
|-&lt;br /&gt;
|r_shadows&lt;br /&gt;
|enable/disable sprite and model shadows&lt;br /&gt;
|-&lt;br /&gt;
|r_showfps&lt;br /&gt;
|show the frame rate counter&lt;br /&gt;
|-&lt;br /&gt;
|snd_ambience&lt;br /&gt;
|enables/disables ambient sounds&lt;br /&gt;
|-&lt;br /&gt;
|snd_duketalk&lt;br /&gt;
|enables/disables Duke&#039;s speech&lt;br /&gt;
|-&lt;br /&gt;
|snd_fxvolume&lt;br /&gt;
|volume of sound effects&lt;br /&gt;
|-&lt;br /&gt;
|snd_mixrate&lt;br /&gt;
|sound mixing rate&lt;br /&gt;
|-&lt;br /&gt;
|snd_musvolume&lt;br /&gt;
|volume of midi music&lt;br /&gt;
|-&lt;br /&gt;
|snd_numbits&lt;br /&gt;
|sound bits&lt;br /&gt;
|-&lt;br /&gt;
|snd_numchannels&lt;br /&gt;
|the number of sound channels&lt;br /&gt;
|-&lt;br /&gt;
|snd_numvoices&lt;br /&gt;
|the number of concurrent sounds&lt;br /&gt;
|-&lt;br /&gt;
|snd_reversestereo&lt;br /&gt;
|reverses the stereo channels&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|astub.c&lt;br /&gt;
|-&lt;br /&gt;
|addpath &amp;lt;path&amp;gt;&lt;br /&gt;
|adds path to game filesystem &lt;br /&gt;
|-&lt;br /&gt;
|echo [text]&lt;br /&gt;
|echoes text to the console&lt;br /&gt;
|-&lt;br /&gt;
|editorgridextent&lt;br /&gt;
|sets the size of the 2D mode editing grid&lt;br /&gt;
|-&lt;br /&gt;
|fileinfo &amp;lt;file&amp;gt;&lt;br /&gt;
|gets a file&#039;s information&lt;br /&gt;
|-&lt;br /&gt;
|gamma &amp;lt;value&amp;gt;&lt;br /&gt;
|changes brightness&lt;br /&gt;
|-&lt;br /&gt;
|initgroupfile &amp;lt;path&amp;gt;&lt;br /&gt;
|adds a grp file into the game filesystem&lt;br /&gt;
|-&lt;br /&gt;
|noclip&lt;br /&gt;
|toggles clipping mode&lt;br /&gt;
|-&lt;br /&gt;
|pk_quickmapcycling&lt;br /&gt;
|allows cycling of maps with (Shift-)Ctrl-X&lt;br /&gt;
|-&lt;br /&gt;
|pk_turnaccel&lt;br /&gt;
|sets turning acceleration&lt;br /&gt;
|-&lt;br /&gt;
|pk_turndecel&lt;br /&gt;
|sets turning deceleration&lt;br /&gt;
|-&lt;br /&gt;
|pk_uedaccel&lt;br /&gt;
|sets UnrealEd movement speed factor (0-5, exponentially)&lt;br /&gt;
|-&lt;br /&gt;
|quit&lt;br /&gt;
|exits the game immediately&lt;br /&gt;
|-&lt;br /&gt;
|testplay_addparam &amp;lt;string&amp;gt;&lt;br /&gt;
|sets additional parameters for test playing&lt;br /&gt;
|-&lt;br /&gt;
|sensitivity &amp;lt;value&amp;gt;&lt;br /&gt;
|changes the mouse sensitivity&lt;br /&gt;
|-&lt;br /&gt;
|showheightindicators &amp;lt;value&amp;gt;&lt;br /&gt;
|toggles height indicators in 2D mode&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|baselayer.c&lt;br /&gt;
|-&lt;br /&gt;
|glinfo&lt;br /&gt;
|shows OpenGL information about the current OpenGL mode&lt;br /&gt;
|-&lt;br /&gt;
|hicsetpalettetint&lt;br /&gt;
|sets palette tinting values&lt;br /&gt;
|-&lt;br /&gt;
|r_novoxmips&lt;br /&gt;
|turn off/on the use of mipmaps when rendering 8-bit voxels&lt;br /&gt;
|-&lt;br /&gt;
|r_scrcaptureformat&lt;br /&gt;
|sets the output format for screenshots (TGA or PCX)&lt;br /&gt;
|-&lt;br /&gt;
|r_voxels&lt;br /&gt;
|enable/disable automatic sprite-&amp;gt;voxel rendering&lt;br /&gt;
|-&lt;br /&gt;
|setrendermode &amp;lt;number&amp;gt;&lt;br /&gt;
|sets the engine&#039;s rendering mode. See [[rendmode]] for further information.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|build.c&lt;br /&gt;
|-&lt;br /&gt;
|restartvid&lt;br /&gt;
|reinitialize the video mode&lt;br /&gt;
|-&lt;br /&gt;
|vidmode &amp;lt;xdim&amp;gt; &amp;lt;ydim&amp;gt; &amp;lt;bpp&amp;gt; &amp;lt;fullscreen&amp;gt;&lt;br /&gt;
|immediately change the video mode&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|osd.c&lt;br /&gt;
|-&lt;br /&gt;
|alias&lt;br /&gt;
|creates an alias for calling multiple commands&lt;br /&gt;
|-&lt;br /&gt;
|clear&lt;br /&gt;
|clears the console text buffer&lt;br /&gt;
|-&lt;br /&gt;
|exec &amp;lt;scriptfile&amp;gt;&lt;br /&gt;
|executes a script&lt;br /&gt;
|-&lt;br /&gt;
|help&lt;br /&gt;
|displays help for the specified cvar or command&lt;br /&gt;
|-&lt;br /&gt;
|history&lt;br /&gt;
|displays the console command history&lt;br /&gt;
|-&lt;br /&gt;
|listsymbols&lt;br /&gt;
|lists all the recognized symbols&lt;br /&gt;
|-&lt;br /&gt;
|logcutoff&lt;br /&gt;
|sets the maximal line count of the log file&lt;br /&gt;
|-&lt;br /&gt;
|osdeditpal&lt;br /&gt;
|sets the palette of the OSD input text&lt;br /&gt;
|-&lt;br /&gt;
|osdeditshade&lt;br /&gt;
|sets the shade of the OSD input text&lt;br /&gt;
|-&lt;br /&gt;
|osdpromptpal&lt;br /&gt;
|sets the palette of the OSD prompt&lt;br /&gt;
|-&lt;br /&gt;
|osdpromptshade&lt;br /&gt;
|sets the shade of the OSD prompt&lt;br /&gt;
|-&lt;br /&gt;
|osdrows&lt;br /&gt;
|sets the number of visible lines of the OSD&lt;br /&gt;
|-&lt;br /&gt;
|osdtextmode&lt;br /&gt;
|set OSD text mode (0:graphical, 1:fast)&lt;br /&gt;
|-&lt;br /&gt;
|osdtextpal&lt;br /&gt;
|sets the palette of the OSD text&lt;br /&gt;
|-&lt;br /&gt;
|osdtextshade&lt;br /&gt;
|sets the shade of the OSD text&lt;br /&gt;
|-&lt;br /&gt;
|unalias&lt;br /&gt;
|removes an alias created with &amp;quot;alias&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|osdcmds.c&lt;br /&gt;
|-&lt;br /&gt;
|addlogvar &amp;lt;gamevar&amp;gt;&lt;br /&gt;
|prints the value of a gamevar&lt;br /&gt;
|-&lt;br /&gt;
|addpath &amp;lt;path&amp;gt;&lt;br /&gt;
|adds path to game filesystem&lt;br /&gt;
|-&lt;br /&gt;
|bind&lt;br /&gt;
|executes a command script when &amp;lt;key&amp;gt; gets pressed.&amp;lt;br&amp;gt; Type &amp;quot;bind showkeys&amp;quot; for a list of keys&lt;br /&gt;
|-&lt;br /&gt;
|changelevel &amp;lt;level&amp;gt;&lt;br /&gt;
|warps to the given level&lt;br /&gt;
|-&lt;br /&gt;
|changelevel &amp;lt;volume&amp;gt; &amp;lt;level&amp;gt;&lt;br /&gt;
|warps to the given level&lt;br /&gt;
|-&lt;br /&gt;
|cmenu &amp;lt;#&amp;gt;&lt;br /&gt;
|jumps to menu&lt;br /&gt;
|-&lt;br /&gt;
|crosshaircolor&lt;br /&gt;
|changes crosshair color&lt;br /&gt;
|-&lt;br /&gt;
|crosshairscale&lt;br /&gt;
|changes the crosshair scale&lt;br /&gt;
|-&lt;br /&gt;
|echo [text]&lt;br /&gt;
|echoes text to the console&lt;br /&gt;
|-&lt;br /&gt;
|exit&lt;br /&gt;
|exits the game immediately&lt;br /&gt;
|-&lt;br /&gt;
|fileinfo &amp;lt;file&amp;gt;&lt;br /&gt;
|gets a file&#039;s information&lt;br /&gt;
|-&lt;br /&gt;
|give &amp;lt;item&amp;gt;&lt;br /&gt;
|gives requested item. Item can be all, health, weapons, ammo, armor, keys or inventory.&lt;br /&gt;
|-&lt;br /&gt;
|god&lt;br /&gt;
|toggles god mode&lt;br /&gt;
|-&lt;br /&gt;
|hud_scale&lt;br /&gt;
|changes the hud scale&lt;br /&gt;
|-&lt;br /&gt;
|hud_weaponscale&lt;br /&gt;
|changes the weapon scale&lt;br /&gt;
|-&lt;br /&gt;
|in_joystick&lt;br /&gt;
|enables input from the joystick if it is present&lt;br /&gt;
|-&lt;br /&gt;
|in_mouse&lt;br /&gt;
|enables input from the mouse if it is present&lt;br /&gt;
|-&lt;br /&gt;
|initgroupfile &amp;lt;path&amp;gt;&lt;br /&gt;
|adds a grp file into the game filesystem&lt;br /&gt;
|-&lt;br /&gt;
|map &amp;lt;mapfile&amp;gt;&lt;br /&gt;
|loads the given user map&lt;br /&gt;
|-&lt;br /&gt;
|name&lt;br /&gt;
|change your multiplayer nickname&lt;br /&gt;
|-&lt;br /&gt;
|noclip&lt;br /&gt;
|toggles clipping mode&lt;br /&gt;
|-&lt;br /&gt;
|quickload&lt;br /&gt;
|performs a quick load&lt;br /&gt;
|-&lt;br /&gt;
|quicksave&lt;br /&gt;
|performs a quick save&lt;br /&gt;
|-&lt;br /&gt;
|quit&lt;br /&gt;
|exits the game immediately&lt;br /&gt;
|-&lt;br /&gt;
|r_ambientlight&lt;br /&gt;
|sets the global map light level&lt;br /&gt;
|-&lt;br /&gt;
|r_maxfps&lt;br /&gt;
|sets a framerate cap&lt;br /&gt;
|-&lt;br /&gt;
|rate&lt;br /&gt;
|sets the multiplayer packet send rate, in packets/sec&lt;br /&gt;
|-&lt;br /&gt;
|restartsound&lt;br /&gt;
|reinitializes the sound system&lt;br /&gt;
|-&lt;br /&gt;
|restartvid&lt;br /&gt;
|reinitializes the video mode&lt;br /&gt;
|-&lt;br /&gt;
|screenshot&lt;br /&gt;
|takes a screenshot&lt;br /&gt;
|-&lt;br /&gt;
|sensitivity &amp;lt;value&amp;gt;&lt;br /&gt;
|changes the mouse sensitivity&lt;br /&gt;
|-&lt;br /&gt;
|setactorvar &amp;lt;actor#&amp;gt; &amp;lt;gamevar&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
|sets the value of &amp;lt;actor#&amp;gt;&#039;s &amp;lt;gamevar&amp;gt; to &amp;lt;value&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|setvar &amp;lt;gamevar&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
|sets the value of a gamevar&lt;br /&gt;
|-&lt;br /&gt;
|setvarvar &amp;lt;gamevar1&amp;gt; &amp;lt;gamevar2&amp;gt;&lt;br /&gt;
|sets the value of &amp;lt;gamevar1&amp;gt; to &amp;lt;gamevar2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|spawn &amp;lt;picnum&amp;gt; [palnum] [cstat] [ang] [x y z]&lt;br /&gt;
|spawns a sprite with the given properties&lt;br /&gt;
|-&lt;br /&gt;
|unbind &amp;lt;key&amp;gt;&lt;br /&gt;
|unbinds a key&lt;br /&gt;
|-&lt;br /&gt;
|unbindall&lt;br /&gt;
|unbinds all keys&lt;br /&gt;
|-&lt;br /&gt;
|vid_brightness &amp;lt;gamma&amp;gt;&lt;br /&gt;
|adjusts gamma ramp&lt;br /&gt;
|-&lt;br /&gt;
|vid_contrast &amp;lt;gamma&amp;gt;&lt;br /&gt;
|adjusts gamma ramp&lt;br /&gt;
|-&lt;br /&gt;
|vid_gamma &amp;lt;gamma&amp;gt;&lt;br /&gt;
|adjusts gamma ramp&lt;br /&gt;
|-&lt;br /&gt;
|vidmode &amp;lt;xdim&amp;gt; &amp;lt;ydim&amp;gt; &amp;lt;bpp&amp;gt; &amp;lt;fullscreen&amp;gt;&lt;br /&gt;
|immediately change the video mode&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|polymost.c&lt;br /&gt;
|-&lt;br /&gt;
|r_animsmoothing&lt;br /&gt;
|enable/disable model animation smoothing&lt;br /&gt;
|-&lt;br /&gt;
|r_curpeel&lt;br /&gt;
|allows to display one depth layer at a time (for development purposes)&lt;br /&gt;
|-&lt;br /&gt;
|r_depthpeeling&lt;br /&gt;
|enable/disable order-independant transparency&lt;br /&gt;
|-&lt;br /&gt;
|r_detailmapping&lt;br /&gt;
|enable/disable detail mapping&lt;br /&gt;
|-&lt;br /&gt;
|r_downsize&lt;br /&gt;
|controls downsizing factor for hires textures&lt;br /&gt;
|-&lt;br /&gt;
|r_fullbrights&lt;br /&gt;
|enable/disable fullbright textures&lt;br /&gt;
|-&lt;br /&gt;
|r_glowmapping&lt;br /&gt;
|enable/disable glow mapping&lt;br /&gt;
|-&lt;br /&gt;
|r_hightile&lt;br /&gt;
|enable/disable hightile texture rendering in &amp;gt;8-bit mode&lt;br /&gt;
|-&lt;br /&gt;
|r_modelocclusionchecking&lt;br /&gt;
|enable/disable hack to cull &amp;quot;obstructed&amp;quot; models&lt;br /&gt;
|-&lt;br /&gt;
|r_models&lt;br /&gt;
|enable/disable model rendering in &amp;gt;8-bit mode&lt;br /&gt;
|-&lt;br /&gt;
|r_multisample&lt;br /&gt;
|sets the number of samples used for antialiasing (0 = off)&lt;br /&gt;
|-&lt;br /&gt;
|r_nvmultisamplehint&lt;br /&gt;
|enable/disable Nvidia multisampling hinting&lt;br /&gt;
|-&lt;br /&gt;
|r_parallaxskyclamping&lt;br /&gt;
|enable/disable parallaxed floor/ceiling sky texture clamping&lt;br /&gt;
|-&lt;br /&gt;
|r_parallaxskypanning&lt;br /&gt;
|enable/disable parallaxed floor/ceiling panning when drawing a parallaxed sky&lt;br /&gt;
|-&lt;br /&gt;
|r_peelscount&lt;br /&gt;
|sets the number of depth layers for depth peeling&lt;br /&gt;
|-&lt;br /&gt;
|r_polygonmode&lt;br /&gt;
|debugging feature&lt;br /&gt;
|-&lt;br /&gt;
|r_redbluemode&lt;br /&gt;
|enable/disable experimental OpenGL red-blue glasses mode&lt;br /&gt;
|-&lt;br /&gt;
|r_shadescale&lt;br /&gt;
|multiplier for lighting&lt;br /&gt;
|-&lt;br /&gt;
|r_swapinterval&lt;br /&gt;
|sets the GL swap interval (VSync)&lt;br /&gt;
|-&lt;br /&gt;
|r_texcache&lt;br /&gt;
|enable/disable OpenGL compressed texture cache&lt;br /&gt;
|-&lt;br /&gt;
|r_texcachecompression&lt;br /&gt;
|enable/disable compression of files in the OpenGL compressed texture cache&lt;br /&gt;
|-&lt;br /&gt;
|r_texcompr&lt;br /&gt;
|enable/disable OpenGL texture compression&lt;br /&gt;
|-&lt;br /&gt;
|r_textureanisotropy&lt;br /&gt;
|changes the OpenGL texture anisotropy setting&lt;br /&gt;
|-&lt;br /&gt;
|r_texturemaxsize&lt;br /&gt;
|changes the maximum OpenGL texture size limit&lt;br /&gt;
|-&lt;br /&gt;
|r_texturemiplevel&lt;br /&gt;
|changes the highest OpenGL mipmap level used&lt;br /&gt;
|-&lt;br /&gt;
|r_texturemode&lt;br /&gt;
|changes the texture filtering settings&lt;br /&gt;
|-&lt;br /&gt;
|r_vbocount&lt;br /&gt;
|sets the number of Vertex Buffer Objects to use when drawing models&lt;br /&gt;
|-&lt;br /&gt;
|r_vbos&lt;br /&gt;
|enable/disable using Vertex Buffer Objects when drawing models&lt;br /&gt;
|-&lt;br /&gt;
|r_vertexarrays&lt;br /&gt;
|enable/disable using vertex arrays when drawing models&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|polymer.c&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_lighting&lt;br /&gt;
|enable/disable dynamic lights&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_normalmapping&lt;br /&gt;
|enable/disable virtual displacement mapping&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_specularmapping&lt;br /&gt;
|enable/disable specular mapping&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_shadows&lt;br /&gt;
|enable/disable dynamic shadows&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_shadowcount&lt;br /&gt;
|maximal amount of shadow emitting lights on screen&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_shadowdetail&lt;br /&gt;
|sets the shadow map resolution&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_maxlightpasses&lt;br /&gt;
|the maximal amount of lights a single object can by affected by&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_maxlightpriority&lt;br /&gt;
|lowering that value removes less meaningful lights from the scene&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_fov&lt;br /&gt;
|sets the field of vision in build angle&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_billboardingmode&lt;br /&gt;
|face sprite display method. 0: classic mode; 1: polymost mode&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_verbosity&lt;br /&gt;
|verbosity level of the polymer renderer&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_wireframe&lt;br /&gt;
|toggles wireframe mode&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_vbos&lt;br /&gt;
|contols Vertex Buffer Object usage. 0: no VBOs. 1: VBOs for map data. 2: VBOs for model data.&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_gpusmoothing&lt;br /&gt;
|toggles model animation interpolation&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_overrideparallax&lt;br /&gt;
|overrides parallax mapping scale and bias values with values from the pr_parallaxscale and pr_parallaxbias cvars; use it to fine-tune DEF tokens&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_parallaxscale&lt;br /&gt;
|overriden parallax mapping offset scale&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_parallaxbias&lt;br /&gt;
|overriden parallax mapping offset bias&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_overridespecular&lt;br /&gt;
|overrides specular material power and factor values with values from the pr_specularpower and pr_specularfactor cvars; use it to fine-tune DEF tokens&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_specularpower&lt;br /&gt;
|overriden specular material power&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_specularfactor&lt;br /&gt;
|overriden specular material factor&lt;br /&gt;
|-&lt;br /&gt;
|r_pr_overridemodelscale&lt;br /&gt;
|used for fine tuning model scales&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|winlayer.c&lt;br /&gt;
|-&lt;br /&gt;
|maxrefreshfreq&lt;br /&gt;
|maximum display frequency to set for OpenGL Polymost modes (0=no maximum)&lt;br /&gt;
|-&lt;br /&gt;
|r_windowpositioning&lt;br /&gt;
|enable/disable window position memory&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_LOOKDOWN&amp;diff=9309</id>
		<title>EVENT LOOKDOWN</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_LOOKDOWN&amp;diff=9309"/>
		<updated>2011-02-05T07:59:37Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_LOOKDOWN is a [[EDuke32_event_list|Game Event]].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to quickly tilt the player&#039;s view down (&#039;&#039;Page Down&#039;&#039; by default).&lt;br /&gt;
&lt;br /&gt;
Also note that if the player presses the EVENT_LOOKDOWN key till [[horz]] equals -99 that it will return to 95 and not 100.&lt;br /&gt;
&lt;br /&gt;
Set gamevar [[RETURN]] to any non-zero value to ignore the key.&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_LOOKUP&amp;diff=9308</id>
		<title>EVENT LOOKUP</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_LOOKUP&amp;diff=9308"/>
		<updated>2011-02-05T07:58:10Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_LOOKUP is a [[EDuke32_event_list|Game Event]].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to quickly tilt the player&#039;s view up (&#039;&#039;Page Up&#039;&#039; by default).&lt;br /&gt;
&lt;br /&gt;
Also note that if the player presses the EVENT_LOOKUP key till [[horz]] equals 299 that it will return to 105 and not 100.&lt;br /&gt;
&lt;br /&gt;
Set gamevar [[RETURN]] to any non-zero value to ignore the key.&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Gettimedate&amp;diff=9307</id>
		<title>Gettimedate</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Gettimedate&amp;diff=9307"/>
		<updated>2011-02-05T07:50:05Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;getdate&#039;&#039;&#039; &amp;lt;sec&amp;gt; &amp;lt;min&amp;gt; &amp;lt;hour&amp;gt; &amp;lt;mday&amp;gt; &amp;lt;mon&amp;gt; &amp;lt;year&amp;gt; &amp;lt;wday&amp;gt; &amp;lt;yday&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gets the time and date into gamevars:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;sec&amp;gt;     seconds after the minute&lt;br /&gt;
 &amp;lt;min&amp;gt;     minutes after the hour&lt;br /&gt;
 &amp;lt;hour&amp;gt;    hours since midnight&lt;br /&gt;
 &amp;lt;mday&amp;gt;    day of the month&lt;br /&gt;
 &amp;lt;mon&amp;gt;     months since January&lt;br /&gt;
 &amp;lt;year&amp;gt;    years since 1900&lt;br /&gt;
 &amp;lt;wday&amp;gt;    days since Sunday&lt;br /&gt;
 &amp;lt;yday&amp;gt;    days since January&lt;br /&gt;
&lt;br /&gt;
A tutorial on how this command can be used can be viewed here, [[How_to_make_a_clock|Make a in-game clock]]&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32 specific commands]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Tutorials&amp;diff=9303</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Tutorials&amp;diff=9303"/>
		<updated>2011-02-03T04:03:19Z</updated>

		<summary type="html">&lt;p&gt;The Commander: /* Table of Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are a few basic tutorials which show off some things made possible by EDuke32&#039;s enhanced [[scripting]] system.  Want more examples?  Download one of the many existing EDuke32 mods, open up the CON files and dig in!&lt;br /&gt;
&lt;br /&gt;
==Table of Tutorials==&lt;br /&gt;
&amp;lt;table width=80%  class=wikitable&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th rowspan=1&amp;gt;Name&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th colspan=5&amp;gt;Difficulty Level 1 - 4&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Artificial_Intelligence_101|Artificial Intelligence 101]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Change_the_Loading_Screen_Background|Change the loading screen background]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Value_controlled_rain_code|Control rain on a fine scale]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_display_negative_numbers_with_the_digital_font|Display negative numbers with the digital font]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Eliminate_Shrunk_Enemies_Attacking_Bug|Eliminate the &amp;quot;shrunk enemies attacking&amp;quot; bug]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Enable_and_fix_minibosses|Enable and fix the minibosses]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Improve_The_Third_Person_View_with_Zoom|Improve the third person view with zoom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Limit_the_height_of_the_player&#039;s_jump|Limit/extend the player&#039;s jumping height]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_make_a_health_bar|Make a health bar]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_make_a_clock|Make a in-game clock]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_make_a_sprint_key|Make a sprint key]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_a_Working_Keypad|Make a working keypad]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Shoot_Different_Kinds_of_RPGs|Make actors shoot different types of RPGs]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Make_actor_aim_vertical|Make an actor aim vertically at another]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_Controllable_Security_Cameras|Make controllable security cameras]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_Models_Pitch|Make models pitch on sloped surfaces]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Make_one_actor_face_another|Make one actor face another]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Make_Nightvision_light_rooms|Make the night vision goggles light up darkened areas]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_the_Player_Swim_Like_Modern_FPS|Make the player swim like in a modern FPS]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_the_Screen_Tilt_While_Using_Jetpack|Make the screen tilt while using jetpack]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Mod_eduke32_for_n00bs|Modding eduke32 for n00bs - Basics of mod editing]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Prevent_fall_damage_or_falling_death|Prevent damage/death from long falls]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Eliminate_player_self-damage|Prevent players/actors from inflicting self-damage]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Build/Mapster32_Keyboard_Commands&amp;diff=9121</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=9121"/>
		<updated>2010-11-05T05:56:33Z</updated>

		<summary type="html">&lt;p&gt;The Commander: FUCK OFF YOU FUCKING SPAM BOTS! - Maybe disable editing of this page from now on?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Polymer_compatibility&amp;diff=9120</id>
		<title>Polymer compatibility</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Polymer_compatibility&amp;diff=9120"/>
		<updated>2010-11-05T05:52:42Z</updated>

		<summary type="html">&lt;p&gt;The Commander: /* Jon(sharkbyte48) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please add the following information to this page if you&#039;re having feature problems with polymer:&lt;br /&gt;
&lt;br /&gt;
Your name&lt;br /&gt;
&lt;br /&gt;
Description of your problems&lt;br /&gt;
&lt;br /&gt;
Your GPU&lt;br /&gt;
&lt;br /&gt;
Your driver version and operating system&lt;br /&gt;
&lt;br /&gt;
Your EDuke32 version (copied from the first line of eduke32.log)&lt;br /&gt;
&lt;br /&gt;
The output of the &amp;quot;glinfo&amp;quot; command typed in the EDuke32 console (copy it from eduke32.log after closing the game)&lt;br /&gt;
&lt;br /&gt;
Did you see any &amp;quot;Failed to compile GPU program...&amp;quot; messages in your eduke32.log after feature x didn&#039;t work? Please copy them here.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a first example, just copy it and replace with your information:&lt;br /&gt;
&lt;br /&gt;
== Plagman ==&lt;br /&gt;
&#039;&#039;&#039;My problems:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Everything works fine since I&#039;m using an NVIDIA card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My graphics card:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NVIDIA Quadro FX 5800 with 4GB RAM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My driver version and operating system:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Driver 190.02 for Linux x86&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My EDuke32 version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
EDuke32 2.0.0devel 20090428&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My GPU caps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  3.1.0 NVIDIA 190.02&lt;br /&gt;
 Vendor:   NVIDIA Corporation&lt;br /&gt;
 Renderer: Quadro FX 570/PCI/SSE2&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-x textures:        supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           supported&lt;br /&gt;
 Nvidia multisample hint: supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_ARB_color_buffer_float GL_ARB_compatibility&lt;br /&gt;
   GL_ARB_copy_buffer GL_ARB_depth_buffer_float&lt;br /&gt;
   GL_ARB_depth_texture GL_ARB_draw_buffers&lt;br /&gt;
   GL_ARB_draw_instanced GL_ARB_fragment_program&lt;br /&gt;
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader&lt;br /&gt;
   GL_ARB_half_float_pixel GL_ARB_half_float_vertex&lt;br /&gt;
   GL_ARB_framebuffer_object GL_ARB_geometry_shader4&lt;br /&gt;
   GL_ARB_imaging GL_ARB_map_buffer_range&lt;br /&gt;
   GL_ARB_multisample GL_ARB_multitexture&lt;br /&gt;
   GL_ARB_occlusion_query GL_ARB_pixel_buffer_object&lt;br /&gt;
   GL_ARB_point_parameters GL_ARB_point_sprite&lt;br /&gt;
   GL_ARB_shadow GL_ARB_shader_objects&lt;br /&gt;
   GL_ARB_shading_language_100 GL_ARB_texture_border_clamp&lt;br /&gt;
   GL_ARB_texture_buffer_object GL_ARB_texture_compression&lt;br /&gt;
   GL_ARB_texture_cube_map GL_ARB_texture_env_add&lt;br /&gt;
   GL_ARB_texture_env_combine GL_ARB_texture_env_dot3&lt;br /&gt;
   GL_ARB_texture_float GL_ARB_texture_mirrored_repeat&lt;br /&gt;
   GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle&lt;br /&gt;
   GL_ARB_texture_rg GL_ARB_transpose_matrix&lt;br /&gt;
   GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object&lt;br /&gt;
   GL_ARB_vertex_program GL_ARB_vertex_shader&lt;br /&gt;
   GL_ARB_window_pos GL_ATI_draw_buffers&lt;br /&gt;
   GL_ATI_texture_float GL_ATI_texture_mirror_once&lt;br /&gt;
   GL_S3_s3tc GL_EXT_texture_env_add&lt;br /&gt;
   GL_EXT_abgr GL_EXT_bgra&lt;br /&gt;
   GL_EXT_blend_color GL_EXT_blend_equation_separate&lt;br /&gt;
   GL_EXT_blend_func_separate GL_EXT_blend_minmax&lt;br /&gt;
   GL_EXT_blend_subtract GL_EXT_compiled_vertex_array&lt;br /&gt;
   GL_EXT_Cg_shader GL_EXT_bindable_uniform&lt;br /&gt;
   GL_EXT_depth_bounds_test GL_EXT_direct_state_access&lt;br /&gt;
   GL_EXT_draw_buffers2 GL_EXT_draw_instanced&lt;br /&gt;
   GL_EXT_draw_range_elements GL_EXT_fog_coord&lt;br /&gt;
   GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample&lt;br /&gt;
   GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats&lt;br /&gt;
   GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4&lt;br /&gt;
   GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4&lt;br /&gt;
   GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil&lt;br /&gt;
   GL_EXT_packed_float GL_EXT_packed_pixels&lt;br /&gt;
   GL_EXT_pixel_buffer_object GL_EXT_point_parameters&lt;br /&gt;
   GL_EXT_provoking_vertex GL_EXT_rescale_normal&lt;br /&gt;
   GL_EXT_secondary_color GL_EXT_separate_shader_objects&lt;br /&gt;
   GL_EXT_separate_specular_color GL_EXT_shadow_funcs&lt;br /&gt;
   GL_EXT_stencil_two_side GL_EXT_stencil_wrap&lt;br /&gt;
   GL_EXT_texture3D GL_EXT_texture_array&lt;br /&gt;
   GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc&lt;br /&gt;
   GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc&lt;br /&gt;
   GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp&lt;br /&gt;
   GL_EXT_texture_env_combine GL_EXT_texture_env_dot3&lt;br /&gt;
   GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer&lt;br /&gt;
   GL_EXT_texture_lod GL_EXT_texture_lod_bias&lt;br /&gt;
   GL_EXT_texture_mirror_clamp GL_EXT_texture_object&lt;br /&gt;
   GL_EXT_texture_sRGB GL_EXT_texture_swizzle&lt;br /&gt;
   GL_EXT_texture_shared_exponent GL_EXT_timer_query&lt;br /&gt;
   GL_EXT_vertex_array GL_EXT_vertex_array_bgra&lt;br /&gt;
   GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat&lt;br /&gt;
   GL_KTX_buffer_region GL_NV_blend_square&lt;br /&gt;
   GL_NV_copy_depth_to_color GL_NV_depth_buffer_float&lt;br /&gt;
   GL_NV_conditional_render GL_NV_depth_clamp&lt;br /&gt;
   GL_NV_explicit_multisample GL_NV_fence&lt;br /&gt;
   GL_NV_float_buffer GL_NV_fog_distance&lt;br /&gt;
   GL_NV_fragment_program GL_NV_fragment_program_option&lt;br /&gt;
   GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage&lt;br /&gt;
   GL_NV_geometry_shader4 GL_NV_gpu_program4&lt;br /&gt;
   GL_NV_half_float GL_NV_light_max_exponent&lt;br /&gt;
   GL_NV_multisample_coverage GL_NV_multisample_filter_hint&lt;br /&gt;
   GL_NV_occlusion_query GL_NV_packed_depth_stencil&lt;br /&gt;
   GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2&lt;br /&gt;
   GL_NV_pixel_data_range GL_NV_point_sprite&lt;br /&gt;
   GL_NV_primitive_restart GL_NV_register_combiners&lt;br /&gt;
   GL_NV_register_combiners2 GL_NV_texgen_reflection&lt;br /&gt;
   GL_NV_texture_compression_vtc GL_NV_texture_env_combine4&lt;br /&gt;
   GL_NV_texture_expand_normal GL_NV_texture_rectangle&lt;br /&gt;
   GL_NV_texture_shader GL_NV_texture_shader2&lt;br /&gt;
   GL_NV_texture_shader3 GL_NV_transform_feedback&lt;br /&gt;
   GL_NV_vertex_array_range GL_NV_vertex_array_range2&lt;br /&gt;
   GL_NV_vertex_program GL_NV_vertex_program1_1&lt;br /&gt;
   GL_NV_vertex_program2 GL_NV_vertex_program2_option&lt;br /&gt;
   GL_NV_vertex_program3 GL_NVX_conditional_render&lt;br /&gt;
   GL_NV_vertex_buffer_unified_memory GL_NV_shader_buffer_load&lt;br /&gt;
   GL_SGIS_generate_mipmap GL_SGIS_texture_lod&lt;br /&gt;
   GL_SGIX_depth_texture GL_SGIX_shadow&lt;br /&gt;
   GL_SUN_slice_accum &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are some GPU programs failing to compile?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nope.&lt;br /&gt;
&lt;br /&gt;
== William Gee ==&lt;br /&gt;
&#039;&#039;&#039;My problems:&#039;&#039;&#039;&lt;br /&gt;
When using polymer the game quits while its loading the level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My graphics card:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sapphire ATI Radeon X 1950XTX 512MB HD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My driver version and operating system:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Driver Packaging Version 8.302-061003a-037437C Windows XP 32bit SP3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My EDuke32 version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Version 1.9.9.9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My GPU caps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  2.0.6120 WinXP Release&lt;br /&gt;
 Vendor:   ATI Technologies Inc.&lt;br /&gt;
 Renderer: Radeon X1950 Series x86/SSE2&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-x textures:        not supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           not supported&lt;br /&gt;
 Nvidia multisample hint: not supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          not supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_ARB_multitexture GL_EXT_texture_env_add&lt;br /&gt;
   GL_EXT_compiled_vertex_array GL_S3_s3tc&lt;br /&gt;
   GL_ARB_depth_texture GL_ARB_fragment_program&lt;br /&gt;
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader&lt;br /&gt;
   GL_ARB_multisample GL_ARB_occlusion_query&lt;br /&gt;
   GL_ARB_point_parameters GL_ARB_point_sprite&lt;br /&gt;
   GL_ARB_shader_objects GL_ARB_shading_language_100&lt;br /&gt;
   GL_ARB_shadow GL_ARB_shadow_ambient&lt;br /&gt;
   GL_ARB_texture_border_clamp GL_ARB_texture_compression&lt;br /&gt;
   GL_ARB_texture_cube_map GL_ARB_texture_env_add&lt;br /&gt;
   GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar&lt;br /&gt;
   GL_ARB_texture_env_dot3 GL_ARB_texture_float&lt;br /&gt;
   GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle&lt;br /&gt;
   GL_ARB_transpose_matrix GL_ARB_vertex_blend&lt;br /&gt;
   GL_ARB_vertex_buffer_object GL_ARB_vertex_program&lt;br /&gt;
   GL_ARB_vertex_shader GL_ARB_window_pos&lt;br /&gt;
   GL_ARB_draw_buffers GL_ATI_draw_buffers&lt;br /&gt;
   GL_ATI_element_array GL_ATI_envmap_bumpmap&lt;br /&gt;
   GL_ATI_fragment_shader GL_ATI_map_object_buffer&lt;br /&gt;
   GL_ATI_separate_stencil GL_ATI_shader_texture_lod&lt;br /&gt;
   GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3&lt;br /&gt;
   GL_ATI_texture_float GL_ATI_texture_mirror_once&lt;br /&gt;
   GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object&lt;br /&gt;
   GL_ATI_vertex_streams GL_ATIX_texture_env_combine3&lt;br /&gt;
   GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size&lt;br /&gt;
   GL_EXT_abgr GL_EXT_bgra&lt;br /&gt;
   GL_EXT_blend_color GL_EXT_blend_func_separate&lt;br /&gt;
   GL_EXT_blend_minmax GL_EXT_blend_subtract&lt;br /&gt;
   GL_EXT_clip_volume_hint GL_EXT_draw_range_elements&lt;br /&gt;
   GL_EXT_fog_coord GL_EXT_framebuffer_object&lt;br /&gt;
   GL_EXT_multi_draw_arrays GL_EXT_packed_pixels&lt;br /&gt;
   GL_EXT_point_parameters GL_EXT_rescale_normal&lt;br /&gt;
   GL_EXT_secondary_color GL_EXT_separate_specular_color&lt;br /&gt;
   GL_EXT_shadow_funcs GL_EXT_stencil_wrap&lt;br /&gt;
   GL_EXT_texgen_reflection GL_EXT_texture3D&lt;br /&gt;
   GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map&lt;br /&gt;
   GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine&lt;br /&gt;
   GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic&lt;br /&gt;
   GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp&lt;br /&gt;
   GL_EXT_texture_object GL_EXT_texture_rectangle&lt;br /&gt;
   GL_EXT_vertex_array GL_EXT_vertex_shader&lt;br /&gt;
   GL_HP_occlusion_test GL_NV_blend_square&lt;br /&gt;
   GL_NV_occlusion_query GL_NV_texgen_reflection&lt;br /&gt;
   GL_SGI_color_matrix GL_SGIS_generate_mipmap&lt;br /&gt;
   GL_SGIS_multitexture GL_SGIS_texture_border_clamp&lt;br /&gt;
   GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod&lt;br /&gt;
   GL_SUN_multi_draw_arrays GL_WIN_swap_hint&lt;br /&gt;
   WGL_EXT_extensions_string WGL_EXT_swap_control&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are some GPU programs failing to compile?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No&lt;br /&gt;
&lt;br /&gt;
== The Commander ==&lt;br /&gt;
&#039;&#039;&#039;My problems:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
None ( Wow, my ATI card is not having any major problems as long as the ATI work around is enabled )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My graphics card:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sapphire ATI Radeon HD 3650 512 MB AGP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My driver version and operating system:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Driver 9.4 AGP Hotfix Windows XP 32bit SP3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My EDuke32 version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Revision 1417&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My GPU caps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  2.1.8577&lt;br /&gt;
 Vendor:   ATI Technologies Inc.&lt;br /&gt;
 Renderer: ATI Radeon HD 3600 Series&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-x textures:        supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           not supported&lt;br /&gt;
 Nvidia multisample hint: not supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_AMDX_vertex_shader_tessellator GL_AMD_performance_monitor&lt;br /&gt;
   GL_ARB_color_buffer_float GL_ARB_depth_buffer_float&lt;br /&gt;
   GL_ARB_depth_texture GL_ARB_draw_buffers&lt;br /&gt;
   GL_ARB_draw_instanced GL_ARB_fragment_program&lt;br /&gt;
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader&lt;br /&gt;
   GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB&lt;br /&gt;
   GL_ARB_half_float_pixel GL_ARB_half_float_vertex&lt;br /&gt;
   GL_ARB_instanced_arrays GL_ARB_map_buffer_range&lt;br /&gt;
   GL_ARB_multisample GL_ARB_multitexture&lt;br /&gt;
   GL_ARB_occlusion_query GL_ARB_pixel_buffer_object&lt;br /&gt;
   GL_ARB_point_parameters GL_ARB_point_sprite&lt;br /&gt;
   GL_ARB_shader_objects GL_ARB_shader_texture_lod&lt;br /&gt;
   GL_ARB_shading_language_100 GL_ARB_shadow&lt;br /&gt;
   GL_ARB_shadow_ambient GL_ARB_texture_border_clamp&lt;br /&gt;
   GL_ARB_texture_buffer_object GL_ARB_texture_compression&lt;br /&gt;
   GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map&lt;br /&gt;
   GL_ARB_texture_env_add GL_ARB_texture_env_combine&lt;br /&gt;
   GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3&lt;br /&gt;
   GL_ARB_texture_float GL_ARB_texture_mirrored_repeat&lt;br /&gt;
   GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle&lt;br /&gt;
   GL_ARB_texture_rg GL_ARB_transpose_matrix&lt;br /&gt;
   GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object&lt;br /&gt;
   GL_ARB_vertex_program GL_ARB_vertex_shader&lt;br /&gt;
   GL_ARB_window_pos GL_ATI_draw_buffers&lt;br /&gt;
   GL_ATI_envmap_bumpmap GL_ATI_fragment_shader&lt;br /&gt;
   GL_ATI_meminfo GL_ATI_separate_stencil&lt;br /&gt;
   GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3&lt;br /&gt;
   GL_ATI_texture_float GL_EXT_abgr&lt;br /&gt;
   GL_EXT_bgra GL_EXT_bindable_uniform&lt;br /&gt;
   GL_EXT_blend_color GL_EXT_blend_equation_separate&lt;br /&gt;
   GL_EXT_blend_func_separate GL_EXT_blend_minmax&lt;br /&gt;
   GL_EXT_blend_subtract GL_EXT_compiled_vertex_array&lt;br /&gt;
   GL_EXT_copy_buffer GL_EXT_copy_texture&lt;br /&gt;
   GL_EXT_draw_buffers2 GL_EXT_draw_range_elements&lt;br /&gt;
   GL_EXT_fog_coord GL_EXT_framebuffer_blit&lt;br /&gt;
   GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object&lt;br /&gt;
   GL_EXT_framebuffer_sRGB GL_EXT_gpu_program_parameters&lt;br /&gt;
   GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays&lt;br /&gt;
   GL_EXT_packed_depth_stencil GL_EXT_packed_float&lt;br /&gt;
   GL_EXT_packed_pixels GL_EXT_point_parameters&lt;br /&gt;
   GL_EXT_rescale_normal GL_EXT_secondary_color&lt;br /&gt;
   GL_EXT_separate_specular_color GL_EXT_shadow_funcs&lt;br /&gt;
   GL_EXT_stencil_wrap GL_EXT_subtexture&lt;br /&gt;
   GL_EXT_texgen_reflection GL_EXT_texture3D&lt;br /&gt;
   GL_EXT_texture_array GL_EXT_texture_buffer_object&lt;br /&gt;
   GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc&lt;br /&gt;
   GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map&lt;br /&gt;
   GL_EXT_texture_edge_clamp GL_EXT_texture_env_add&lt;br /&gt;
   GL_EXT_texture_env_combine GL_EXT_texture_env_dot3&lt;br /&gt;
   GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer&lt;br /&gt;
   GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp&lt;br /&gt;
   GL_EXT_texture_object GL_EXT_texture_rectangle&lt;br /&gt;
   GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent&lt;br /&gt;
   GL_EXT_texture_swizzle GL_EXT_transform_feedback&lt;br /&gt;
   GL_EXT_vertex_array GL_KTX_buffer_region&lt;br /&gt;
   GL_NV_blend_square GL_NV_conditional_render&lt;br /&gt;
   GL_NV_copy_depth_to_color GL_NV_texgen_reflection&lt;br /&gt;
   GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp&lt;br /&gt;
   GL_SGIS_texture_lod GL_WIN_swap_hint&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are some GPU programs failing to compile?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== MusicallyInspired ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My problems:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Game seizes up to a seemingly frozen unplayable state (not just a simple crawl) when sprites of any kind come into the player&#039;s view. Sometimes it&#039;ll even &amp;quot;sense&amp;quot; the presence of sprites nearby and you can see them through walls and it seizes it up still. Models seem to work fine. If every sprite in the game was converted to a model there would be no seizing up at all. Also, transparent sprites lose their transparency and are surrounded in black boxes and sometimes the sprites themselves become visibly garbled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW:&#039;&#039;&#039; My shadow issue has been solved with the latest version with the ATI driver fix. My sprite issue still remains, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My graphics card:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ATI Radeon X1650 Pro AGP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My driver version and operating system:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Catalyst 9.3 (My card is considered a legacy card and not supported by the newer 9.4 driver)&lt;br /&gt;
Windows XP SP2 (Version 2002) Home Edition&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My EDuke32 version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
EDuke32 2.0.0devel 20090522&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My GPU caps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  2.1.8543 Release&lt;br /&gt;
 Vendor:   ATI Technologies Inc.&lt;br /&gt;
 Renderer: Radeon X1650 Series&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-x textures:        supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           not supported&lt;br /&gt;
 Nvidia multisample hint: not supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          not supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_AMD_performance_monitor GL_ARB_depth_texture&lt;br /&gt;
   GL_ARB_draw_buffers GL_ARB_fragment_program&lt;br /&gt;
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader&lt;br /&gt;
   GL_ARB_framebuffer_object GL_ARB_half_float_pixel&lt;br /&gt;
   GL_ARB_half_float_vertex GL_ARB_map_buffer_range&lt;br /&gt;
   GL_ARB_multisample GL_ARB_multitexture&lt;br /&gt;
   GL_ARB_occlusion_query GL_ARB_pixel_buffer_object&lt;br /&gt;
   GL_ARB_point_parameters GL_ARB_point_sprite&lt;br /&gt;
   GL_ARB_shader_objects GL_ARB_shader_texture_lod&lt;br /&gt;
   GL_ARB_shading_language_100 GL_ARB_shadow&lt;br /&gt;
   GL_ARB_shadow_ambient GL_ARB_texture_border_clamp&lt;br /&gt;
   GL_ARB_texture_compression GL_ARB_texture_cube_map&lt;br /&gt;
   GL_ARB_texture_env_add GL_ARB_texture_env_combine&lt;br /&gt;
   GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3&lt;br /&gt;
   GL_ARB_texture_float GL_ARB_texture_mirrored_repeat&lt;br /&gt;
   GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle&lt;br /&gt;
   GL_ARB_transpose_matrix GL_ARB_vertex_array_object&lt;br /&gt;
   GL_ARB_vertex_buffer_object GL_ARB_vertex_program&lt;br /&gt;
   GL_ARB_vertex_shader GL_ARB_window_pos&lt;br /&gt;
   GL_ATI_draw_buffers GL_ATI_envmap_bumpmap&lt;br /&gt;
   GL_ATI_fragment_shader GL_ATI_meminfo&lt;br /&gt;
   GL_ATI_separate_stencil GL_ATI_texture_compression_3dc&lt;br /&gt;
   GL_ATI_texture_env_combine3 GL_ATI_texture_float&lt;br /&gt;
   GL_EXT_abgr GL_EXT_bgra&lt;br /&gt;
   GL_EXT_blend_color GL_EXT_blend_equation_separate&lt;br /&gt;
   GL_EXT_blend_func_separate GL_EXT_blend_minmax&lt;br /&gt;
   GL_EXT_blend_subtract GL_EXT_compiled_vertex_array&lt;br /&gt;
   GL_EXT_copy_texture GL_EXT_draw_range_elements&lt;br /&gt;
   GL_EXT_fog_coord GL_EXT_framebuffer_blit&lt;br /&gt;
   GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object&lt;br /&gt;
   GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays&lt;br /&gt;
   GL_EXT_packed_depth_stencil GL_EXT_packed_pixels&lt;br /&gt;
   GL_EXT_point_parameters GL_EXT_rescale_normal&lt;br /&gt;
   GL_EXT_secondary_color GL_EXT_separate_specular_color&lt;br /&gt;
   GL_EXT_shadow_funcs GL_EXT_stencil_wrap&lt;br /&gt;
   GL_EXT_subtexture GL_EXT_texgen_reflection&lt;br /&gt;
   GL_EXT_texture3D GL_EXT_texture_compression_s3tc&lt;br /&gt;
   GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp&lt;br /&gt;
   GL_EXT_texture_env_add GL_EXT_texture_env_combine&lt;br /&gt;
   GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic&lt;br /&gt;
   GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp&lt;br /&gt;
   GL_EXT_texture_object GL_EXT_texture_rectangle&lt;br /&gt;
   GL_EXT_texture_sRGB GL_EXT_texture_swizzle&lt;br /&gt;
   GL_EXT_vertex_array GL_KTX_buffer_region&lt;br /&gt;
   GL_NV_blend_square GL_NV_texgen_reflection&lt;br /&gt;
   GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp&lt;br /&gt;
   GL_SGIS_texture_lod GL_WIN_swap_hint&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are some GPU programs failing to compile?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
== Hendricks266 ==&lt;br /&gt;
&#039;&#039;&#039;My problems:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Polymer itself and the lighting effects work great, but trying to make heightmaps in the alpha channel of normal maps, straight from CrazyBump, freaks it the hell out.  The effect remains even when I turn off hightile textures.&lt;br /&gt;
&lt;br /&gt;
[[Image:H266_polymerprob1.png|640px]] [[Image:H266_polymerprob2.png|640px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EDIT:&#039;&#039;&#039; It was just that I had put in incorrect definitions for the normals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My graphics card:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BFG NVIDIA GeForce 7300 GT AGP 8x 512MB&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My driver version and operating system:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Windows XP SP3 32-bit, driver 182.08&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My EDuke32 version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
EDuke32 2.0.0devel 20090512&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My GPU caps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  2.1.2&lt;br /&gt;
 Vendor:   NVIDIA Corporation&lt;br /&gt;
 Renderer: GeForce 7300 GT/AGP/SSE2&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-x textures:        supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           not supported&lt;br /&gt;
 Nvidia multisample hint: not supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          not supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_ARB_color_buffer_float GL_ARB_depth_texture&lt;br /&gt;
   GL_ARB_draw_buffers GL_ARB_fragment_program&lt;br /&gt;
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader&lt;br /&gt;
   GL_ARB_half_float_pixel GL_ARB_half_float_vertex&lt;br /&gt;
   GL_ARB_framebuffer_object GL_ARB_imaging&lt;br /&gt;
   GL_ARB_map_buffer_range GL_ARB_multisample&lt;br /&gt;
   GL_ARB_multitexture GL_ARB_occlusion_query&lt;br /&gt;
   GL_ARB_pixel_buffer_object GL_ARB_point_parameters&lt;br /&gt;
   GL_ARB_point_sprite GL_ARB_shadow&lt;br /&gt;
   GL_ARB_shader_objects GL_ARB_shading_language_100&lt;br /&gt;
   GL_ARB_texture_border_clamp GL_ARB_texture_compression&lt;br /&gt;
   GL_ARB_texture_cube_map GL_ARB_texture_env_add&lt;br /&gt;
   GL_ARB_texture_env_combine GL_ARB_texture_env_dot3&lt;br /&gt;
   GL_ARB_texture_float GL_ARB_texture_mirrored_repeat&lt;br /&gt;
   GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle&lt;br /&gt;
   GL_ARB_transpose_matrix GL_ARB_vertex_array_object&lt;br /&gt;
   GL_ARB_vertex_buffer_object GL_ARB_vertex_program&lt;br /&gt;
   GL_ARB_vertex_shader GL_ARB_window_pos&lt;br /&gt;
   GL_ATI_draw_buffers GL_ATI_texture_float&lt;br /&gt;
   GL_ATI_texture_mirror_once GL_S3_s3tc&lt;br /&gt;
   GL_EXT_texture_env_add GL_EXT_abgr&lt;br /&gt;
   GL_EXT_bgra GL_EXT_blend_color&lt;br /&gt;
   GL_EXT_blend_equation_separate GL_EXT_blend_func_separate&lt;br /&gt;
   GL_EXT_blend_minmax GL_EXT_blend_subtract&lt;br /&gt;
   GL_EXT_compiled_vertex_array GL_EXT_Cg_shader&lt;br /&gt;
   GL_EXT_depth_bounds_test GL_EXT_direct_state_access&lt;br /&gt;
   GL_EXT_draw_range_elements GL_EXT_fog_coord&lt;br /&gt;
   GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample&lt;br /&gt;
   GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters&lt;br /&gt;
   GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil&lt;br /&gt;
   GL_EXT_packed_pixels GL_EXT_pixel_buffer_object&lt;br /&gt;
   GL_EXT_point_parameters GL_EXT_rescale_normal&lt;br /&gt;
   GL_EXT_secondary_color GL_EXT_separate_specular_color&lt;br /&gt;
   GL_EXT_shadow_funcs GL_EXT_stencil_two_side&lt;br /&gt;
   GL_EXT_stencil_wrap GL_EXT_texture3D&lt;br /&gt;
   GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map&lt;br /&gt;
   GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine&lt;br /&gt;
   GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic&lt;br /&gt;
   GL_EXT_texture_lod GL_EXT_texture_lod_bias&lt;br /&gt;
   GL_EXT_texture_mirror_clamp GL_EXT_texture_object&lt;br /&gt;
   GL_EXT_texture_sRGB GL_EXT_texture_swizzle&lt;br /&gt;
   GL_EXT_timer_query GL_EXT_vertex_array&lt;br /&gt;
   GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip&lt;br /&gt;
   GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region&lt;br /&gt;
   GL_NV_blend_square GL_NV_copy_depth_to_color&lt;br /&gt;
   GL_NV_depth_clamp GL_NV_fence&lt;br /&gt;
   GL_NV_float_buffer GL_NV_fog_distance&lt;br /&gt;
   GL_NV_fragment_program GL_NV_fragment_program_option&lt;br /&gt;
   GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage&lt;br /&gt;
   GL_NV_half_float GL_NV_light_max_exponent&lt;br /&gt;
   GL_NV_multisample_filter_hint GL_NV_occlusion_query&lt;br /&gt;
   GL_NV_packed_depth_stencil GL_NV_pixel_data_range&lt;br /&gt;
   GL_NV_point_sprite GL_NV_primitive_restart&lt;br /&gt;
   GL_NV_register_combiners GL_NV_register_combiners2&lt;br /&gt;
   GL_NV_texgen_reflection GL_NV_texture_compression_vtc&lt;br /&gt;
   GL_NV_texture_env_combine4 GL_NV_texture_expand_normal&lt;br /&gt;
   GL_NV_texture_rectangle GL_NV_texture_shader&lt;br /&gt;
   GL_NV_texture_shader2 GL_NV_texture_shader3&lt;br /&gt;
   GL_NV_vertex_array_range GL_NV_vertex_array_range2&lt;br /&gt;
   GL_NV_vertex_program GL_NV_vertex_program1_1&lt;br /&gt;
   GL_NV_vertex_program2 GL_NV_vertex_program2_option&lt;br /&gt;
   GL_NV_vertex_program3 GL_NVX_conditional_render&lt;br /&gt;
   GL_SGIS_generate_mipmap GL_SGIS_texture_lod&lt;br /&gt;
   GL_SGIX_depth_texture GL_SGIX_shadow&lt;br /&gt;
   GL_SUN_slice_accum GL_WIN_swap_hint&lt;br /&gt;
   WGL_EXT_swap_control &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are some GPU programs failing to compile?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
== Kyle873 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My problem:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Corrupted textures and light clipping issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My Graphics Card:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NVIDIA Geforce 8600 GT with 256MB Video Memory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My Driver Version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Driver 185.85 for Win32 x86&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My EDuke32 Version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
EDuke32 2.0.0devel 20090522&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My GPU Caps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  3.0.0&lt;br /&gt;
 Vendor:   NVIDIA Corporation&lt;br /&gt;
 Renderer: GeForce 8600 GT/PCI/SSE2&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-x textures:        supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           not supported&lt;br /&gt;
 Nvidia multisample hint: not supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_ARB_color_buffer_float GL_ARB_depth_buffer_float&lt;br /&gt;
   GL_ARB_depth_texture GL_ARB_draw_buffers&lt;br /&gt;
   GL_ARB_draw_instanced GL_ARB_fragment_program&lt;br /&gt;
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader&lt;br /&gt;
   GL_ARB_half_float_pixel GL_ARB_half_float_vertex&lt;br /&gt;
   GL_ARB_framebuffer_object GL_ARB_geometry_shader4&lt;br /&gt;
   GL_ARB_imaging GL_ARB_map_buffer_range&lt;br /&gt;
   GL_ARB_multisample GL_ARB_multitexture&lt;br /&gt;
   GL_ARB_occlusion_query GL_ARB_pixel_buffer_object&lt;br /&gt;
   GL_ARB_point_parameters GL_ARB_point_sprite&lt;br /&gt;
   GL_ARB_shadow GL_ARB_shader_objects&lt;br /&gt;
   GL_ARB_shading_language_100 GL_ARB_texture_border_clamp&lt;br /&gt;
   GL_ARB_texture_buffer_object GL_ARB_texture_compression&lt;br /&gt;
   GL_ARB_texture_cube_map GL_ARB_texture_env_add&lt;br /&gt;
   GL_ARB_texture_env_combine GL_ARB_texture_env_dot3&lt;br /&gt;
   GL_ARB_texture_float GL_ARB_texture_mirrored_repeat&lt;br /&gt;
   GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle&lt;br /&gt;
   GL_ARB_texture_rg GL_ARB_transpose_matrix&lt;br /&gt;
   GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object&lt;br /&gt;
   GL_ARB_vertex_program GL_ARB_vertex_shader&lt;br /&gt;
   GL_ARB_window_pos GL_ATI_draw_buffers&lt;br /&gt;
   GL_ATI_texture_float GL_ATI_texture_mirror_once&lt;br /&gt;
   GL_S3_s3tc GL_EXT_texture_env_add&lt;br /&gt;
   GL_EXT_abgr GL_EXT_bgra&lt;br /&gt;
   GL_EXT_blend_color GL_EXT_blend_equation_separate&lt;br /&gt;
   GL_EXT_blend_func_separate GL_EXT_blend_minmax&lt;br /&gt;
   GL_EXT_blend_subtract GL_EXT_compiled_vertex_array&lt;br /&gt;
   GL_EXT_Cg_shader GL_EXT_bindable_uniform&lt;br /&gt;
   GL_EXT_depth_bounds_test GL_EXT_direct_state_access&lt;br /&gt;
   GL_EXT_draw_buffers2 GL_EXT_draw_instanced&lt;br /&gt;
   GL_EXT_draw_range_elements GL_EXT_fog_coord&lt;br /&gt;
   GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample&lt;br /&gt;
   GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats&lt;br /&gt;
   GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4&lt;br /&gt;
   GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4&lt;br /&gt;
   GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil&lt;br /&gt;
   GL_EXT_packed_float GL_EXT_packed_pixels&lt;br /&gt;
   GL_EXT_pixel_buffer_object GL_EXT_point_parameters&lt;br /&gt;
   GL_EXT_provoking_vertex GL_EXT_rescale_normal&lt;br /&gt;
   GL_EXT_secondary_color GL_EXT_separate_specular_color&lt;br /&gt;
   GL_EXT_shadow_funcs GL_EXT_stencil_two_side&lt;br /&gt;
   GL_EXT_stencil_wrap GL_EXT_texture3D&lt;br /&gt;
   GL_EXT_texture_array GL_EXT_texture_buffer_object&lt;br /&gt;
   GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc&lt;br /&gt;
   GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map&lt;br /&gt;
   GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine&lt;br /&gt;
   GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic&lt;br /&gt;
   GL_EXT_texture_integer GL_EXT_texture_lod&lt;br /&gt;
   GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp&lt;br /&gt;
   GL_EXT_texture_object GL_EXT_texture_sRGB&lt;br /&gt;
   GL_EXT_texture_swizzle GL_EXT_texture_shared_exponent&lt;br /&gt;
   GL_EXT_timer_query GL_EXT_vertex_array&lt;br /&gt;
   GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip&lt;br /&gt;
   GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region&lt;br /&gt;
   GL_NV_blend_square GL_NV_copy_depth_to_color&lt;br /&gt;
   GL_NV_depth_buffer_float GL_NV_conditional_render&lt;br /&gt;
   GL_NV_depth_clamp GL_NV_explicit_multisample&lt;br /&gt;
   GL_NV_fence GL_NV_float_buffer&lt;br /&gt;
   GL_NV_fog_distance GL_NV_fragment_program&lt;br /&gt;
   GL_NV_fragment_program_option GL_NV_fragment_program2&lt;br /&gt;
   GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4&lt;br /&gt;
   GL_NV_gpu_program4 GL_NV_half_float&lt;br /&gt;
   GL_NV_light_max_exponent GL_NV_multisample_coverage&lt;br /&gt;
   GL_NV_multisample_filter_hint GL_NV_occlusion_query&lt;br /&gt;
   GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object&lt;br /&gt;
   GL_NV_pixel_data_range GL_NV_point_sprite&lt;br /&gt;
   GL_NV_primitive_restart GL_NV_register_combiners&lt;br /&gt;
   GL_NV_register_combiners2 GL_NV_texgen_reflection&lt;br /&gt;
   GL_NV_texture_compression_vtc GL_NV_texture_env_combine4&lt;br /&gt;
   GL_NV_texture_expand_normal GL_NV_texture_rectangle&lt;br /&gt;
   GL_NV_texture_shader GL_NV_texture_shader2&lt;br /&gt;
   GL_NV_texture_shader3 GL_NV_transform_feedback&lt;br /&gt;
   GL_NV_vertex_array_range GL_NV_vertex_array_range2&lt;br /&gt;
   GL_NV_vertex_program GL_NV_vertex_program1_1&lt;br /&gt;
   GL_NV_vertex_program2 GL_NV_vertex_program2_option&lt;br /&gt;
   GL_NV_vertex_program3 GL_NVX_conditional_render&lt;br /&gt;
   GL_NV_vertex_buffer_unified_memory GL_NV_shader_buffer_load&lt;br /&gt;
   GL_SGIS_generate_mipmap GL_SGIS_texture_lod&lt;br /&gt;
   GL_SGIX_depth_texture GL_SGIX_shadow&lt;br /&gt;
   GL_SUN_slice_accum GL_WIN_swap_hint&lt;br /&gt;
   WGL_EXT_swap_control &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are some GPU programs failing to compile?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
== Daedolon ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My problems:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sprites are drawn through geometry and FPS drops to unplayable speeds when this happens.&lt;br /&gt;
&lt;br /&gt;
Also no polymer lights or shadows are cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:Daedolon-polymer_issue_01.png|640px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My graphics card:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sapphire ATI Radeon X1950 XT 256MB&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My driver version and operating system:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ati2dvag.dll 6.14.0010.6891 / Windows XP 32bit SP-3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My EDuke32 version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
EDuke32 2.0.0devel 20090522&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My GPU caps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  2.1.8304 Release&lt;br /&gt;
 Vendor:   ATI Technologies Inc.&lt;br /&gt;
 Renderer: Radeon X1950 Series&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-x textures:        supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           not supported&lt;br /&gt;
 Nvidia multisample hint: not supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          not supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_AMD_performance_monitor GL_ARB_depth_texture&lt;br /&gt;
   GL_ARB_draw_buffers GL_ARB_fragment_program&lt;br /&gt;
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader&lt;br /&gt;
   GL_ARB_half_float_pixel GL_ARB_half_float_vertex&lt;br /&gt;
   GL_ARB_multisample GL_ARB_multitexture&lt;br /&gt;
   GL_ARB_occlusion_query GL_ARB_pixel_buffer_object&lt;br /&gt;
   GL_ARB_point_parameters GL_ARB_point_sprite&lt;br /&gt;
   GL_ARB_shader_objects GL_ARB_shader_texture_lod&lt;br /&gt;
   GL_ARB_shading_language_100 GL_ARB_shadow&lt;br /&gt;
   GL_ARB_shadow_ambient GL_ARB_texture_border_clamp&lt;br /&gt;
   GL_ARB_texture_compression GL_ARB_texture_cube_map&lt;br /&gt;
   GL_ARB_texture_env_add GL_ARB_texture_env_combine&lt;br /&gt;
   GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3&lt;br /&gt;
   GL_ARB_texture_float GL_ARB_texture_mirrored_repeat&lt;br /&gt;
   GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle&lt;br /&gt;
   GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object&lt;br /&gt;
   GL_ARB_vertex_program GL_ARB_vertex_shader&lt;br /&gt;
   GL_ARB_window_pos GL_ATI_draw_buffers&lt;br /&gt;
   GL_ATI_envmap_bumpmap GL_ATI_fragment_shader&lt;br /&gt;
   GL_ATI_meminfo GL_ATI_separate_stencil&lt;br /&gt;
   GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3&lt;br /&gt;
   GL_ATI_texture_float GL_EXT_abgr&lt;br /&gt;
   GL_EXT_bgra GL_EXT_blend_color&lt;br /&gt;
   GL_EXT_blend_equation_separate GL_EXT_blend_func_separate&lt;br /&gt;
   GL_EXT_blend_minmax GL_EXT_blend_subtract&lt;br /&gt;
   GL_EXT_compiled_vertex_array GL_EXT_copy_texture&lt;br /&gt;
   GL_EXT_draw_range_elements GL_EXT_fog_coord&lt;br /&gt;
   GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample&lt;br /&gt;
   GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters&lt;br /&gt;
   GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil&lt;br /&gt;
   GL_EXT_packed_pixels GL_EXT_point_parameters&lt;br /&gt;
   GL_EXT_rescale_normal GL_EXT_secondary_color&lt;br /&gt;
   GL_EXT_separate_specular_color GL_EXT_shadow_funcs&lt;br /&gt;
   GL_EXT_stencil_wrap GL_EXT_subtexture&lt;br /&gt;
   GL_EXT_texgen_reflection GL_EXT_texture3D&lt;br /&gt;
   GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map&lt;br /&gt;
   GL_EXT_texture_edge_clamp GL_EXT_texture_env_add&lt;br /&gt;
   GL_EXT_texture_env_combine GL_EXT_texture_env_dot3&lt;br /&gt;
   GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias&lt;br /&gt;
   GL_EXT_texture_mirror_clamp GL_EXT_texture_object&lt;br /&gt;
   GL_EXT_texture_rectangle GL_EXT_texture_sRGB&lt;br /&gt;
   GL_EXT_vertex_array GL_KTX_buffer_region&lt;br /&gt;
   GL_NV_blend_square GL_NV_texgen_reflection&lt;br /&gt;
   GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp&lt;br /&gt;
   GL_SGIS_texture_lod GL_WIN_swap_hint&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are some GPU programs failing to compile?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
== Unmaker ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My problems:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some wall patches (posters, light switches, buttons, etc) are flickering; this depends on the observation angle.&lt;br /&gt;
Also, sometimes certain wall and ceiling textures disappear (this is totally random but appears only after renderer restart).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My graphics card:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gigabyte ATI Radeon X1600 Pro 256MB&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My driver version and operating system:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
10.2 release 8.593.100.0 (legacy); Windows XP 32bit SP3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My EDuke32 version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
EDuke32 2.0.0devel 20100311&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My GPU Caps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  2.1.8545 Release&lt;br /&gt;
 Vendor:   ATI Technologies Inc.&lt;br /&gt;
 Renderer: Radeon X1600/X1650 Series&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-power-of-2 textures: supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           not supported&lt;br /&gt;
 Nvidia multisample hint: not supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          not supported&lt;br /&gt;
 Occlusion queries:       supported&lt;br /&gt;
 GLSL:                    supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_AMD_performance_monitor GL_ARB_depth_texture&lt;br /&gt;
   GL_ARB_draw_buffers GL_ARB_fragment_program&lt;br /&gt;
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader&lt;br /&gt;
   GL_ARB_framebuffer_object GL_ARB_half_float_pixel&lt;br /&gt;
   GL_ARB_half_float_vertex GL_ARB_map_buffer_range&lt;br /&gt;
   GL_ARB_multisample GL_ARB_multitexture&lt;br /&gt;
   GL_ARB_occlusion_query GL_ARB_pixel_buffer_object&lt;br /&gt;
   GL_ARB_point_parameters GL_ARB_point_sprite&lt;br /&gt;
   GL_ARB_shader_objects GL_ARB_shader_texture_lod&lt;br /&gt;
   GL_ARB_shading_language_100 GL_ARB_shadow&lt;br /&gt;
   GL_ARB_shadow_ambient GL_ARB_texture_border_clamp&lt;br /&gt;
   GL_ARB_texture_compression GL_ARB_texture_cube_map&lt;br /&gt;
   GL_ARB_texture_env_add GL_ARB_texture_env_combine&lt;br /&gt;
   GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3&lt;br /&gt;
   GL_ARB_texture_float GL_ARB_texture_mirrored_repeat&lt;br /&gt;
   GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle&lt;br /&gt;
   GL_ARB_transpose_matrix GL_ARB_vertex_array_object&lt;br /&gt;
   GL_ARB_vertex_buffer_object GL_ARB_vertex_program&lt;br /&gt;
   GL_ARB_vertex_shader GL_ARB_window_pos&lt;br /&gt;
   GL_ATI_draw_buffers GL_ATI_envmap_bumpmap&lt;br /&gt;
   GL_ATI_fragment_shader GL_ATI_meminfo&lt;br /&gt;
   GL_ATI_separate_stencil GL_ATI_texture_compression_3dc&lt;br /&gt;
   GL_ATI_texture_env_combine3 GL_ATI_texture_float&lt;br /&gt;
   GL_EXT_abgr GL_EXT_bgra&lt;br /&gt;
   GL_EXT_blend_color GL_EXT_blend_equation_separate&lt;br /&gt;
   GL_EXT_blend_func_separate GL_EXT_blend_minmax&lt;br /&gt;
   GL_EXT_blend_subtract GL_EXT_compiled_vertex_array&lt;br /&gt;
   GL_EXT_copy_texture GL_EXT_draw_range_elements&lt;br /&gt;
   GL_EXT_fog_coord GL_EXT_framebuffer_blit&lt;br /&gt;
   GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object&lt;br /&gt;
   GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays&lt;br /&gt;
   GL_EXT_packed_depth_stencil GL_EXT_packed_pixels&lt;br /&gt;
   GL_EXT_point_parameters GL_EXT_rescale_normal&lt;br /&gt;
   GL_EXT_secondary_color GL_EXT_separate_specular_color&lt;br /&gt;
   GL_EXT_shadow_funcs GL_EXT_stencil_wrap&lt;br /&gt;
   GL_EXT_subtexture GL_EXT_texgen_reflection&lt;br /&gt;
   GL_EXT_texture3D GL_EXT_texture_compression_s3tc&lt;br /&gt;
   GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp&lt;br /&gt;
   GL_EXT_texture_env_add GL_EXT_texture_env_combine&lt;br /&gt;
   GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic&lt;br /&gt;
   GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp&lt;br /&gt;
   GL_EXT_texture_object GL_EXT_texture_rectangle&lt;br /&gt;
   GL_EXT_texture_sRGB GL_EXT_texture_swizzle&lt;br /&gt;
   GL_EXT_vertex_array GL_KTX_buffer_region&lt;br /&gt;
   GL_NV_blend_square GL_NV_texgen_reflection&lt;br /&gt;
   GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp&lt;br /&gt;
   GL_SGIS_texture_lod GL_WIN_swap_hint&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are some GPU programs failing to compile?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nope.&lt;br /&gt;
&lt;br /&gt;
== Awesomebob ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My problems:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Game will crash to desktop. What triggers the crash is unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My graphics card:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ATI Radeon HD 5770 1gb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My driver version and operating system:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
version 10.5 for Windows 7 64 bit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My EDuke32 version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
EDuke32 2.0.0devel 20100727&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My GPU caps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  4.0.9836 Compatibility Profile Context&lt;br /&gt;
 Vendor:   ATI Technologies Inc.&lt;br /&gt;
 Renderer: ATI Radeon HD 5700 Series&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-power-of-2 textures: supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           not supported&lt;br /&gt;
 Nvidia multisample hint: not supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          supported&lt;br /&gt;
 Occlusion queries:       supported&lt;br /&gt;
 GLSL:                    supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator&lt;br /&gt;
   GL_AMD_conservative_depth GL_AMD_draw_buffers_blend&lt;br /&gt;
   GL_AMD_name_gen_delete GL_AMD_performance_monitor&lt;br /&gt;
   GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export&lt;br /&gt;
   GL_AMD_texture_cube_map_array GL_AMD_texture_texture4&lt;br /&gt;
   GL_AMD_vertex_shader_tessellator GL_ARB_blend_func_extended&lt;br /&gt;
   GL_ARB_color_buffer_float GL_ARB_copy_buffer&lt;br /&gt;
   GL_ARB_depth_buffer_float GL_ARB_depth_clamp&lt;br /&gt;
   GL_ARB_depth_texture GL_ARB_draw_buffers&lt;br /&gt;
   GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex&lt;br /&gt;
   GL_ARB_draw_indirect GL_ARB_draw_instanced&lt;br /&gt;
   GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions&lt;br /&gt;
   GL_ARB_fragment_program GL_ARB_fragment_program_shadow&lt;br /&gt;
   GL_ARB_fragment_shader GL_ARB_framebuffer_object&lt;br /&gt;
   GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4&lt;br /&gt;
   GL_ARB_gpu_shader5 GL_ARB_half_float_pixel&lt;br /&gt;
   GL_ARB_half_float_vertex GL_ARB_imaging&lt;br /&gt;
   GL_ARB_instanced_arrays GL_ARB_map_buffer_range&lt;br /&gt;
   GL_ARB_multisample GL_ARB_multitexture&lt;br /&gt;
   GL_ARB_occlusion_query GL_ARB_occlusion_query2&lt;br /&gt;
   GL_ARB_pixel_buffer_object GL_ARB_point_parameters&lt;br /&gt;
   GL_ARB_point_sprite GL_ARB_provoking_vertex&lt;br /&gt;
   GL_ARB_sample_shading GL_ARB_sampler_objects&lt;br /&gt;
   GL_ARB_seamless_cube_map GL_ARB_shader_bit_encoding&lt;br /&gt;
   GL_ARB_shader_objects GL_ARB_shader_subroutine&lt;br /&gt;
   GL_ARB_shader_texture_lod GL_ARB_shading_language_100&lt;br /&gt;
   GL_ARB_shadow GL_ARB_shadow_ambient&lt;br /&gt;
   GL_ARB_sync GL_ARB_tessellation_shader&lt;br /&gt;
   GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object&lt;br /&gt;
   GL_ARB_texture_compression GL_ARB_texture_compression_rgtc&lt;br /&gt;
   GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array&lt;br /&gt;
   GL_ARB_texture_env_add GL_ARB_texture_env_combine&lt;br /&gt;
   GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3&lt;br /&gt;
   GL_ARB_texture_float GL_ARB_texture_gather&lt;br /&gt;
   GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample&lt;br /&gt;
   GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod&lt;br /&gt;
   GL_ARB_texture_rectangle GL_ARB_texture_rg&lt;br /&gt;
   GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm&lt;br /&gt;
   GL_ARB_timer_query GL_ARB_transform_feedback2&lt;br /&gt;
   GL_ARB_transform_feedback3 GL_ARB_transpose_matrix&lt;br /&gt;
   GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra&lt;br /&gt;
   GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object&lt;br /&gt;
   GL_ARB_vertex_program GL_ARB_vertex_shader&lt;br /&gt;
   GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_window_pos&lt;br /&gt;
   GL_ATI_draw_buffers GL_ATI_envmap_bumpmap&lt;br /&gt;
   GL_ATI_fragment_shader GL_ATI_meminfo&lt;br /&gt;
   GL_ATI_separate_stencil GL_ATI_texture_compression_3dc&lt;br /&gt;
   GL_ATI_texture_env_combine3 GL_ATI_texture_float&lt;br /&gt;
   GL_ATI_texture_mirror_once GL_EXT_abgr&lt;br /&gt;
   GL_EXT_bgra GL_EXT_bindable_uniform&lt;br /&gt;
   GL_EXT_blend_color GL_EXT_blend_equation_separate&lt;br /&gt;
   GL_EXT_blend_func_separate GL_EXT_blend_minmax&lt;br /&gt;
   GL_EXT_blend_subtract GL_EXT_compiled_vertex_array&lt;br /&gt;
   GL_EXT_copy_buffer GL_EXT_copy_texture&lt;br /&gt;
   GL_EXT_draw_buffers2 GL_EXT_draw_instanced&lt;br /&gt;
   GL_EXT_draw_range_elements GL_EXT_fog_coord&lt;br /&gt;
   GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample&lt;br /&gt;
   GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB&lt;br /&gt;
   GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters&lt;br /&gt;
   GL_EXT_gpu_shader4 GL_EXT_histogram&lt;br /&gt;
   GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil&lt;br /&gt;
   GL_EXT_packed_float GL_EXT_packed_pixels&lt;br /&gt;
   GL_EXT_pixel_buffer_object GL_EXT_point_parameters&lt;br /&gt;
   GL_EXT_provoking_vertex GL_EXT_rescale_normal&lt;br /&gt;
   GL_EXT_secondary_color GL_EXT_separate_specular_color&lt;br /&gt;
   GL_EXT_shader_atomic_counters GL_EXT_shadow_funcs&lt;br /&gt;
   GL_EXT_stencil_wrap GL_EXT_subtexture&lt;br /&gt;
   GL_EXT_texgen_reflection GL_EXT_texture3D&lt;br /&gt;
   GL_EXT_texture_array GL_EXT_texture_buffer_object&lt;br /&gt;
   GL_EXT_texture_buffer_object_rgb32 GL_EXT_texture_compression_bptc&lt;br /&gt;
   GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc&lt;br /&gt;
   GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map&lt;br /&gt;
   GL_EXT_texture_edge_clamp GL_EXT_texture_env_add&lt;br /&gt;
   GL_EXT_texture_env_combine GL_EXT_texture_env_dot3&lt;br /&gt;
   GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer&lt;br /&gt;
   GL_EXT_texture_lod GL_EXT_texture_lod_bias&lt;br /&gt;
   GL_EXT_texture_mirror_clamp GL_EXT_texture_object&lt;br /&gt;
   GL_EXT_texture_rectangle GL_EXT_texture_sRGB&lt;br /&gt;
   GL_EXT_texture_shared_exponent GL_EXT_texture_snorm&lt;br /&gt;
   GL_EXT_texture_swizzle GL_EXT_timer_query&lt;br /&gt;
   GL_EXT_transform_feedback GL_EXT_vertex_array&lt;br /&gt;
   GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat&lt;br /&gt;
   GL_KTX_buffer_region GL_NV_blend_square&lt;br /&gt;
   GL_NV_conditional_render GL_NV_copy_depth_to_color&lt;br /&gt;
   GL_NV_explicit_multisample GL_NV_float_buffer&lt;br /&gt;
   GL_NV_half_float GL_NV_primitive_restart&lt;br /&gt;
   GL_NV_texgen_reflection GL_SGIS_generate_mipmap&lt;br /&gt;
   GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod&lt;br /&gt;
   GL_SUN_multi_draw_arrays GL_WIN_swap_hint&lt;br /&gt;
Enabling ATI FBO color attachment workaround.&lt;br /&gt;
Initializing Polymer subsystem...&lt;br /&gt;
PR : Initialization complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are some GPU programs failing to compile?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nope.&lt;br /&gt;
&lt;br /&gt;
== Jon(sharkbyte48) ==&lt;br /&gt;
My problems: No Polymer&lt;br /&gt;
&lt;br /&gt;
My graphics card: &lt;br /&gt;
&lt;br /&gt;
Radeon 9800 (&#039;&#039;&#039;The 9800 does not even support Polymer, buy a HD card or a Nvidia! - The Commander&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
My driver version and operating system: &lt;br /&gt;
&lt;br /&gt;
Windows XP (build 5.1.2600) Service Pack 3w/ nedmalloc.dll&lt;br /&gt;
&lt;br /&gt;
My EDuke32 version: &lt;br /&gt;
&lt;br /&gt;
EDuke32 2.0.0devel 20100704&lt;br /&gt;
My GPU caps: &lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  2.1.7537 Release&lt;br /&gt;
 Vendor:   ATI Technologies Inc.&lt;br /&gt;
 Renderer: RADEON 9800 SERIES&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-power-of-2 textures: not supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           not supported&lt;br /&gt;
 Nvidia multisample hint: not supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          not supported&lt;br /&gt;
 Occlusion queries:       supported&lt;br /&gt;
 GLSL:                    supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_AMD_performance_monitor GL_ARB_depth_texture&lt;br /&gt;
   GL_ARB_draw_buffers GL_ARB_fragment_program&lt;br /&gt;
   GL_ARB_fragment_shader GL_ARB_half_float_pixel&lt;br /&gt;
   GL_ARB_multisample GL_ARB_multitexture&lt;br /&gt;
   GL_ARB_occlusion_query GL_ARB_pixel_buffer_object&lt;br /&gt;
   GL_ARB_point_parameters GL_ARB_point_sprite&lt;br /&gt;
   GL_ARB_shader_objects GL_ARB_shading_language_100&lt;br /&gt;
   GL_ARB_shadow GL_ARB_shadow_ambient&lt;br /&gt;
   GL_ARB_texture_border_clamp GL_ARB_texture_compression&lt;br /&gt;
   GL_ARB_texture_cube_map GL_ARB_texture_env_add&lt;br /&gt;
   GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar&lt;br /&gt;
   GL_ARB_texture_env_dot3 GL_ARB_texture_float&lt;br /&gt;
   GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle&lt;br /&gt;
   GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object&lt;br /&gt;
   GL_ARB_vertex_program GL_ARB_vertex_shader&lt;br /&gt;
   GL_ARB_window_pos GL_ATI_draw_buffers&lt;br /&gt;
   GL_ATI_envmap_bumpmap GL_ATI_fragment_shader&lt;br /&gt;
   GL_ATI_meminfo GL_ATI_separate_stencil&lt;br /&gt;
   GL_ATI_texture_env_combine3 GL_ATI_texture_float&lt;br /&gt;
   GL_EXT_abgr GL_EXT_bgra&lt;br /&gt;
   GL_EXT_blend_color GL_EXT_blend_func_separate&lt;br /&gt;
   GL_EXT_blend_minmax GL_EXT_blend_subtract&lt;br /&gt;
   GL_EXT_compiled_vertex_array GL_EXT_copy_texture&lt;br /&gt;
   GL_EXT_draw_range_elements GL_EXT_fog_coord&lt;br /&gt;
   GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample&lt;br /&gt;
   GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters&lt;br /&gt;
   GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil&lt;br /&gt;
   GL_EXT_packed_pixels GL_EXT_point_parameters&lt;br /&gt;
   GL_EXT_rescale_normal GL_EXT_secondary_color&lt;br /&gt;
   GL_EXT_separate_specular_color GL_EXT_shadow_funcs&lt;br /&gt;
   GL_EXT_stencil_wrap GL_EXT_subtexture&lt;br /&gt;
   GL_EXT_texgen_reflection GL_EXT_texture3D&lt;br /&gt;
   GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map&lt;br /&gt;
   GL_EXT_texture_edge_clamp GL_EXT_texture_env_add&lt;br /&gt;
   GL_EXT_texture_env_combine GL_EXT_texture_env_dot3&lt;br /&gt;
   GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias&lt;br /&gt;
   GL_EXT_texture_mirror_clamp GL_EXT_texture_object&lt;br /&gt;
   GL_EXT_texture_rectangle GL_EXT_texture_sRGB&lt;br /&gt;
   GL_EXT_vertex_array GL_KTX_buffer_region&lt;br /&gt;
   GL_NV_blend_square GL_NV_texgen_reflection&lt;br /&gt;
   GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp&lt;br /&gt;
   GL_SGIS_texture_lod GL_WIN_swap_hint&lt;br /&gt;
   WGL_EXT_swap_control &lt;br /&gt;
&lt;br /&gt;
Are some GPU programs failing to compile? &lt;br /&gt;
&lt;br /&gt;
No&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Polymer_compatibility&amp;diff=9119</id>
		<title>Polymer compatibility</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Polymer_compatibility&amp;diff=9119"/>
		<updated>2010-11-05T05:52:21Z</updated>

		<summary type="html">&lt;p&gt;The Commander: Why are you even trying to run Polymer with this card?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please add the following information to this page if you&#039;re having feature problems with polymer:&lt;br /&gt;
&lt;br /&gt;
Your name&lt;br /&gt;
&lt;br /&gt;
Description of your problems&lt;br /&gt;
&lt;br /&gt;
Your GPU&lt;br /&gt;
&lt;br /&gt;
Your driver version and operating system&lt;br /&gt;
&lt;br /&gt;
Your EDuke32 version (copied from the first line of eduke32.log)&lt;br /&gt;
&lt;br /&gt;
The output of the &amp;quot;glinfo&amp;quot; command typed in the EDuke32 console (copy it from eduke32.log after closing the game)&lt;br /&gt;
&lt;br /&gt;
Did you see any &amp;quot;Failed to compile GPU program...&amp;quot; messages in your eduke32.log after feature x didn&#039;t work? Please copy them here.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a first example, just copy it and replace with your information:&lt;br /&gt;
&lt;br /&gt;
== Plagman ==&lt;br /&gt;
&#039;&#039;&#039;My problems:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Everything works fine since I&#039;m using an NVIDIA card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My graphics card:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NVIDIA Quadro FX 5800 with 4GB RAM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My driver version and operating system:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Driver 190.02 for Linux x86&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My EDuke32 version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
EDuke32 2.0.0devel 20090428&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My GPU caps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  3.1.0 NVIDIA 190.02&lt;br /&gt;
 Vendor:   NVIDIA Corporation&lt;br /&gt;
 Renderer: Quadro FX 570/PCI/SSE2&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-x textures:        supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           supported&lt;br /&gt;
 Nvidia multisample hint: supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_ARB_color_buffer_float GL_ARB_compatibility&lt;br /&gt;
   GL_ARB_copy_buffer GL_ARB_depth_buffer_float&lt;br /&gt;
   GL_ARB_depth_texture GL_ARB_draw_buffers&lt;br /&gt;
   GL_ARB_draw_instanced GL_ARB_fragment_program&lt;br /&gt;
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader&lt;br /&gt;
   GL_ARB_half_float_pixel GL_ARB_half_float_vertex&lt;br /&gt;
   GL_ARB_framebuffer_object GL_ARB_geometry_shader4&lt;br /&gt;
   GL_ARB_imaging GL_ARB_map_buffer_range&lt;br /&gt;
   GL_ARB_multisample GL_ARB_multitexture&lt;br /&gt;
   GL_ARB_occlusion_query GL_ARB_pixel_buffer_object&lt;br /&gt;
   GL_ARB_point_parameters GL_ARB_point_sprite&lt;br /&gt;
   GL_ARB_shadow GL_ARB_shader_objects&lt;br /&gt;
   GL_ARB_shading_language_100 GL_ARB_texture_border_clamp&lt;br /&gt;
   GL_ARB_texture_buffer_object GL_ARB_texture_compression&lt;br /&gt;
   GL_ARB_texture_cube_map GL_ARB_texture_env_add&lt;br /&gt;
   GL_ARB_texture_env_combine GL_ARB_texture_env_dot3&lt;br /&gt;
   GL_ARB_texture_float GL_ARB_texture_mirrored_repeat&lt;br /&gt;
   GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle&lt;br /&gt;
   GL_ARB_texture_rg GL_ARB_transpose_matrix&lt;br /&gt;
   GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object&lt;br /&gt;
   GL_ARB_vertex_program GL_ARB_vertex_shader&lt;br /&gt;
   GL_ARB_window_pos GL_ATI_draw_buffers&lt;br /&gt;
   GL_ATI_texture_float GL_ATI_texture_mirror_once&lt;br /&gt;
   GL_S3_s3tc GL_EXT_texture_env_add&lt;br /&gt;
   GL_EXT_abgr GL_EXT_bgra&lt;br /&gt;
   GL_EXT_blend_color GL_EXT_blend_equation_separate&lt;br /&gt;
   GL_EXT_blend_func_separate GL_EXT_blend_minmax&lt;br /&gt;
   GL_EXT_blend_subtract GL_EXT_compiled_vertex_array&lt;br /&gt;
   GL_EXT_Cg_shader GL_EXT_bindable_uniform&lt;br /&gt;
   GL_EXT_depth_bounds_test GL_EXT_direct_state_access&lt;br /&gt;
   GL_EXT_draw_buffers2 GL_EXT_draw_instanced&lt;br /&gt;
   GL_EXT_draw_range_elements GL_EXT_fog_coord&lt;br /&gt;
   GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample&lt;br /&gt;
   GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats&lt;br /&gt;
   GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4&lt;br /&gt;
   GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4&lt;br /&gt;
   GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil&lt;br /&gt;
   GL_EXT_packed_float GL_EXT_packed_pixels&lt;br /&gt;
   GL_EXT_pixel_buffer_object GL_EXT_point_parameters&lt;br /&gt;
   GL_EXT_provoking_vertex GL_EXT_rescale_normal&lt;br /&gt;
   GL_EXT_secondary_color GL_EXT_separate_shader_objects&lt;br /&gt;
   GL_EXT_separate_specular_color GL_EXT_shadow_funcs&lt;br /&gt;
   GL_EXT_stencil_two_side GL_EXT_stencil_wrap&lt;br /&gt;
   GL_EXT_texture3D GL_EXT_texture_array&lt;br /&gt;
   GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc&lt;br /&gt;
   GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc&lt;br /&gt;
   GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp&lt;br /&gt;
   GL_EXT_texture_env_combine GL_EXT_texture_env_dot3&lt;br /&gt;
   GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer&lt;br /&gt;
   GL_EXT_texture_lod GL_EXT_texture_lod_bias&lt;br /&gt;
   GL_EXT_texture_mirror_clamp GL_EXT_texture_object&lt;br /&gt;
   GL_EXT_texture_sRGB GL_EXT_texture_swizzle&lt;br /&gt;
   GL_EXT_texture_shared_exponent GL_EXT_timer_query&lt;br /&gt;
   GL_EXT_vertex_array GL_EXT_vertex_array_bgra&lt;br /&gt;
   GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat&lt;br /&gt;
   GL_KTX_buffer_region GL_NV_blend_square&lt;br /&gt;
   GL_NV_copy_depth_to_color GL_NV_depth_buffer_float&lt;br /&gt;
   GL_NV_conditional_render GL_NV_depth_clamp&lt;br /&gt;
   GL_NV_explicit_multisample GL_NV_fence&lt;br /&gt;
   GL_NV_float_buffer GL_NV_fog_distance&lt;br /&gt;
   GL_NV_fragment_program GL_NV_fragment_program_option&lt;br /&gt;
   GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage&lt;br /&gt;
   GL_NV_geometry_shader4 GL_NV_gpu_program4&lt;br /&gt;
   GL_NV_half_float GL_NV_light_max_exponent&lt;br /&gt;
   GL_NV_multisample_coverage GL_NV_multisample_filter_hint&lt;br /&gt;
   GL_NV_occlusion_query GL_NV_packed_depth_stencil&lt;br /&gt;
   GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2&lt;br /&gt;
   GL_NV_pixel_data_range GL_NV_point_sprite&lt;br /&gt;
   GL_NV_primitive_restart GL_NV_register_combiners&lt;br /&gt;
   GL_NV_register_combiners2 GL_NV_texgen_reflection&lt;br /&gt;
   GL_NV_texture_compression_vtc GL_NV_texture_env_combine4&lt;br /&gt;
   GL_NV_texture_expand_normal GL_NV_texture_rectangle&lt;br /&gt;
   GL_NV_texture_shader GL_NV_texture_shader2&lt;br /&gt;
   GL_NV_texture_shader3 GL_NV_transform_feedback&lt;br /&gt;
   GL_NV_vertex_array_range GL_NV_vertex_array_range2&lt;br /&gt;
   GL_NV_vertex_program GL_NV_vertex_program1_1&lt;br /&gt;
   GL_NV_vertex_program2 GL_NV_vertex_program2_option&lt;br /&gt;
   GL_NV_vertex_program3 GL_NVX_conditional_render&lt;br /&gt;
   GL_NV_vertex_buffer_unified_memory GL_NV_shader_buffer_load&lt;br /&gt;
   GL_SGIS_generate_mipmap GL_SGIS_texture_lod&lt;br /&gt;
   GL_SGIX_depth_texture GL_SGIX_shadow&lt;br /&gt;
   GL_SUN_slice_accum &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are some GPU programs failing to compile?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nope.&lt;br /&gt;
&lt;br /&gt;
== William Gee ==&lt;br /&gt;
&#039;&#039;&#039;My problems:&#039;&#039;&#039;&lt;br /&gt;
When using polymer the game quits while its loading the level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My graphics card:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sapphire ATI Radeon X 1950XTX 512MB HD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My driver version and operating system:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Driver Packaging Version 8.302-061003a-037437C Windows XP 32bit SP3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My EDuke32 version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Version 1.9.9.9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My GPU caps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  2.0.6120 WinXP Release&lt;br /&gt;
 Vendor:   ATI Technologies Inc.&lt;br /&gt;
 Renderer: Radeon X1950 Series x86/SSE2&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-x textures:        not supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           not supported&lt;br /&gt;
 Nvidia multisample hint: not supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          not supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_ARB_multitexture GL_EXT_texture_env_add&lt;br /&gt;
   GL_EXT_compiled_vertex_array GL_S3_s3tc&lt;br /&gt;
   GL_ARB_depth_texture GL_ARB_fragment_program&lt;br /&gt;
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader&lt;br /&gt;
   GL_ARB_multisample GL_ARB_occlusion_query&lt;br /&gt;
   GL_ARB_point_parameters GL_ARB_point_sprite&lt;br /&gt;
   GL_ARB_shader_objects GL_ARB_shading_language_100&lt;br /&gt;
   GL_ARB_shadow GL_ARB_shadow_ambient&lt;br /&gt;
   GL_ARB_texture_border_clamp GL_ARB_texture_compression&lt;br /&gt;
   GL_ARB_texture_cube_map GL_ARB_texture_env_add&lt;br /&gt;
   GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar&lt;br /&gt;
   GL_ARB_texture_env_dot3 GL_ARB_texture_float&lt;br /&gt;
   GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle&lt;br /&gt;
   GL_ARB_transpose_matrix GL_ARB_vertex_blend&lt;br /&gt;
   GL_ARB_vertex_buffer_object GL_ARB_vertex_program&lt;br /&gt;
   GL_ARB_vertex_shader GL_ARB_window_pos&lt;br /&gt;
   GL_ARB_draw_buffers GL_ATI_draw_buffers&lt;br /&gt;
   GL_ATI_element_array GL_ATI_envmap_bumpmap&lt;br /&gt;
   GL_ATI_fragment_shader GL_ATI_map_object_buffer&lt;br /&gt;
   GL_ATI_separate_stencil GL_ATI_shader_texture_lod&lt;br /&gt;
   GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3&lt;br /&gt;
   GL_ATI_texture_float GL_ATI_texture_mirror_once&lt;br /&gt;
   GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object&lt;br /&gt;
   GL_ATI_vertex_streams GL_ATIX_texture_env_combine3&lt;br /&gt;
   GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size&lt;br /&gt;
   GL_EXT_abgr GL_EXT_bgra&lt;br /&gt;
   GL_EXT_blend_color GL_EXT_blend_func_separate&lt;br /&gt;
   GL_EXT_blend_minmax GL_EXT_blend_subtract&lt;br /&gt;
   GL_EXT_clip_volume_hint GL_EXT_draw_range_elements&lt;br /&gt;
   GL_EXT_fog_coord GL_EXT_framebuffer_object&lt;br /&gt;
   GL_EXT_multi_draw_arrays GL_EXT_packed_pixels&lt;br /&gt;
   GL_EXT_point_parameters GL_EXT_rescale_normal&lt;br /&gt;
   GL_EXT_secondary_color GL_EXT_separate_specular_color&lt;br /&gt;
   GL_EXT_shadow_funcs GL_EXT_stencil_wrap&lt;br /&gt;
   GL_EXT_texgen_reflection GL_EXT_texture3D&lt;br /&gt;
   GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map&lt;br /&gt;
   GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine&lt;br /&gt;
   GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic&lt;br /&gt;
   GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp&lt;br /&gt;
   GL_EXT_texture_object GL_EXT_texture_rectangle&lt;br /&gt;
   GL_EXT_vertex_array GL_EXT_vertex_shader&lt;br /&gt;
   GL_HP_occlusion_test GL_NV_blend_square&lt;br /&gt;
   GL_NV_occlusion_query GL_NV_texgen_reflection&lt;br /&gt;
   GL_SGI_color_matrix GL_SGIS_generate_mipmap&lt;br /&gt;
   GL_SGIS_multitexture GL_SGIS_texture_border_clamp&lt;br /&gt;
   GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod&lt;br /&gt;
   GL_SUN_multi_draw_arrays GL_WIN_swap_hint&lt;br /&gt;
   WGL_EXT_extensions_string WGL_EXT_swap_control&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are some GPU programs failing to compile?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No&lt;br /&gt;
&lt;br /&gt;
== The Commander ==&lt;br /&gt;
&#039;&#039;&#039;My problems:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
None ( Wow, my ATI card is not having any major problems as long as the ATI work around is enabled )&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My graphics card:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sapphire ATI Radeon HD 3650 512 MB AGP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My driver version and operating system:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Driver 9.4 AGP Hotfix Windows XP 32bit SP3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My EDuke32 version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Revision 1417&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My GPU caps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  2.1.8577&lt;br /&gt;
 Vendor:   ATI Technologies Inc.&lt;br /&gt;
 Renderer: ATI Radeon HD 3600 Series&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-x textures:        supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           not supported&lt;br /&gt;
 Nvidia multisample hint: not supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_AMDX_vertex_shader_tessellator GL_AMD_performance_monitor&lt;br /&gt;
   GL_ARB_color_buffer_float GL_ARB_depth_buffer_float&lt;br /&gt;
   GL_ARB_depth_texture GL_ARB_draw_buffers&lt;br /&gt;
   GL_ARB_draw_instanced GL_ARB_fragment_program&lt;br /&gt;
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader&lt;br /&gt;
   GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB&lt;br /&gt;
   GL_ARB_half_float_pixel GL_ARB_half_float_vertex&lt;br /&gt;
   GL_ARB_instanced_arrays GL_ARB_map_buffer_range&lt;br /&gt;
   GL_ARB_multisample GL_ARB_multitexture&lt;br /&gt;
   GL_ARB_occlusion_query GL_ARB_pixel_buffer_object&lt;br /&gt;
   GL_ARB_point_parameters GL_ARB_point_sprite&lt;br /&gt;
   GL_ARB_shader_objects GL_ARB_shader_texture_lod&lt;br /&gt;
   GL_ARB_shading_language_100 GL_ARB_shadow&lt;br /&gt;
   GL_ARB_shadow_ambient GL_ARB_texture_border_clamp&lt;br /&gt;
   GL_ARB_texture_buffer_object GL_ARB_texture_compression&lt;br /&gt;
   GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map&lt;br /&gt;
   GL_ARB_texture_env_add GL_ARB_texture_env_combine&lt;br /&gt;
   GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3&lt;br /&gt;
   GL_ARB_texture_float GL_ARB_texture_mirrored_repeat&lt;br /&gt;
   GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle&lt;br /&gt;
   GL_ARB_texture_rg GL_ARB_transpose_matrix&lt;br /&gt;
   GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object&lt;br /&gt;
   GL_ARB_vertex_program GL_ARB_vertex_shader&lt;br /&gt;
   GL_ARB_window_pos GL_ATI_draw_buffers&lt;br /&gt;
   GL_ATI_envmap_bumpmap GL_ATI_fragment_shader&lt;br /&gt;
   GL_ATI_meminfo GL_ATI_separate_stencil&lt;br /&gt;
   GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3&lt;br /&gt;
   GL_ATI_texture_float GL_EXT_abgr&lt;br /&gt;
   GL_EXT_bgra GL_EXT_bindable_uniform&lt;br /&gt;
   GL_EXT_blend_color GL_EXT_blend_equation_separate&lt;br /&gt;
   GL_EXT_blend_func_separate GL_EXT_blend_minmax&lt;br /&gt;
   GL_EXT_blend_subtract GL_EXT_compiled_vertex_array&lt;br /&gt;
   GL_EXT_copy_buffer GL_EXT_copy_texture&lt;br /&gt;
   GL_EXT_draw_buffers2 GL_EXT_draw_range_elements&lt;br /&gt;
   GL_EXT_fog_coord GL_EXT_framebuffer_blit&lt;br /&gt;
   GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object&lt;br /&gt;
   GL_EXT_framebuffer_sRGB GL_EXT_gpu_program_parameters&lt;br /&gt;
   GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays&lt;br /&gt;
   GL_EXT_packed_depth_stencil GL_EXT_packed_float&lt;br /&gt;
   GL_EXT_packed_pixels GL_EXT_point_parameters&lt;br /&gt;
   GL_EXT_rescale_normal GL_EXT_secondary_color&lt;br /&gt;
   GL_EXT_separate_specular_color GL_EXT_shadow_funcs&lt;br /&gt;
   GL_EXT_stencil_wrap GL_EXT_subtexture&lt;br /&gt;
   GL_EXT_texgen_reflection GL_EXT_texture3D&lt;br /&gt;
   GL_EXT_texture_array GL_EXT_texture_buffer_object&lt;br /&gt;
   GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc&lt;br /&gt;
   GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map&lt;br /&gt;
   GL_EXT_texture_edge_clamp GL_EXT_texture_env_add&lt;br /&gt;
   GL_EXT_texture_env_combine GL_EXT_texture_env_dot3&lt;br /&gt;
   GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer&lt;br /&gt;
   GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp&lt;br /&gt;
   GL_EXT_texture_object GL_EXT_texture_rectangle&lt;br /&gt;
   GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent&lt;br /&gt;
   GL_EXT_texture_swizzle GL_EXT_transform_feedback&lt;br /&gt;
   GL_EXT_vertex_array GL_KTX_buffer_region&lt;br /&gt;
   GL_NV_blend_square GL_NV_conditional_render&lt;br /&gt;
   GL_NV_copy_depth_to_color GL_NV_texgen_reflection&lt;br /&gt;
   GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp&lt;br /&gt;
   GL_SGIS_texture_lod GL_WIN_swap_hint&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are some GPU programs failing to compile?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== MusicallyInspired ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My problems:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Game seizes up to a seemingly frozen unplayable state (not just a simple crawl) when sprites of any kind come into the player&#039;s view. Sometimes it&#039;ll even &amp;quot;sense&amp;quot; the presence of sprites nearby and you can see them through walls and it seizes it up still. Models seem to work fine. If every sprite in the game was converted to a model there would be no seizing up at all. Also, transparent sprites lose their transparency and are surrounded in black boxes and sometimes the sprites themselves become visibly garbled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW:&#039;&#039;&#039; My shadow issue has been solved with the latest version with the ATI driver fix. My sprite issue still remains, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My graphics card:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ATI Radeon X1650 Pro AGP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My driver version and operating system:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Catalyst 9.3 (My card is considered a legacy card and not supported by the newer 9.4 driver)&lt;br /&gt;
Windows XP SP2 (Version 2002) Home Edition&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My EDuke32 version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
EDuke32 2.0.0devel 20090522&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My GPU caps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  2.1.8543 Release&lt;br /&gt;
 Vendor:   ATI Technologies Inc.&lt;br /&gt;
 Renderer: Radeon X1650 Series&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-x textures:        supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           not supported&lt;br /&gt;
 Nvidia multisample hint: not supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          not supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_AMD_performance_monitor GL_ARB_depth_texture&lt;br /&gt;
   GL_ARB_draw_buffers GL_ARB_fragment_program&lt;br /&gt;
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader&lt;br /&gt;
   GL_ARB_framebuffer_object GL_ARB_half_float_pixel&lt;br /&gt;
   GL_ARB_half_float_vertex GL_ARB_map_buffer_range&lt;br /&gt;
   GL_ARB_multisample GL_ARB_multitexture&lt;br /&gt;
   GL_ARB_occlusion_query GL_ARB_pixel_buffer_object&lt;br /&gt;
   GL_ARB_point_parameters GL_ARB_point_sprite&lt;br /&gt;
   GL_ARB_shader_objects GL_ARB_shader_texture_lod&lt;br /&gt;
   GL_ARB_shading_language_100 GL_ARB_shadow&lt;br /&gt;
   GL_ARB_shadow_ambient GL_ARB_texture_border_clamp&lt;br /&gt;
   GL_ARB_texture_compression GL_ARB_texture_cube_map&lt;br /&gt;
   GL_ARB_texture_env_add GL_ARB_texture_env_combine&lt;br /&gt;
   GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3&lt;br /&gt;
   GL_ARB_texture_float GL_ARB_texture_mirrored_repeat&lt;br /&gt;
   GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle&lt;br /&gt;
   GL_ARB_transpose_matrix GL_ARB_vertex_array_object&lt;br /&gt;
   GL_ARB_vertex_buffer_object GL_ARB_vertex_program&lt;br /&gt;
   GL_ARB_vertex_shader GL_ARB_window_pos&lt;br /&gt;
   GL_ATI_draw_buffers GL_ATI_envmap_bumpmap&lt;br /&gt;
   GL_ATI_fragment_shader GL_ATI_meminfo&lt;br /&gt;
   GL_ATI_separate_stencil GL_ATI_texture_compression_3dc&lt;br /&gt;
   GL_ATI_texture_env_combine3 GL_ATI_texture_float&lt;br /&gt;
   GL_EXT_abgr GL_EXT_bgra&lt;br /&gt;
   GL_EXT_blend_color GL_EXT_blend_equation_separate&lt;br /&gt;
   GL_EXT_blend_func_separate GL_EXT_blend_minmax&lt;br /&gt;
   GL_EXT_blend_subtract GL_EXT_compiled_vertex_array&lt;br /&gt;
   GL_EXT_copy_texture GL_EXT_draw_range_elements&lt;br /&gt;
   GL_EXT_fog_coord GL_EXT_framebuffer_blit&lt;br /&gt;
   GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object&lt;br /&gt;
   GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays&lt;br /&gt;
   GL_EXT_packed_depth_stencil GL_EXT_packed_pixels&lt;br /&gt;
   GL_EXT_point_parameters GL_EXT_rescale_normal&lt;br /&gt;
   GL_EXT_secondary_color GL_EXT_separate_specular_color&lt;br /&gt;
   GL_EXT_shadow_funcs GL_EXT_stencil_wrap&lt;br /&gt;
   GL_EXT_subtexture GL_EXT_texgen_reflection&lt;br /&gt;
   GL_EXT_texture3D GL_EXT_texture_compression_s3tc&lt;br /&gt;
   GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp&lt;br /&gt;
   GL_EXT_texture_env_add GL_EXT_texture_env_combine&lt;br /&gt;
   GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic&lt;br /&gt;
   GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp&lt;br /&gt;
   GL_EXT_texture_object GL_EXT_texture_rectangle&lt;br /&gt;
   GL_EXT_texture_sRGB GL_EXT_texture_swizzle&lt;br /&gt;
   GL_EXT_vertex_array GL_KTX_buffer_region&lt;br /&gt;
   GL_NV_blend_square GL_NV_texgen_reflection&lt;br /&gt;
   GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp&lt;br /&gt;
   GL_SGIS_texture_lod GL_WIN_swap_hint&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are some GPU programs failing to compile?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
== Hendricks266 ==&lt;br /&gt;
&#039;&#039;&#039;My problems:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Polymer itself and the lighting effects work great, but trying to make heightmaps in the alpha channel of normal maps, straight from CrazyBump, freaks it the hell out.  The effect remains even when I turn off hightile textures.&lt;br /&gt;
&lt;br /&gt;
[[Image:H266_polymerprob1.png|640px]] [[Image:H266_polymerprob2.png|640px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EDIT:&#039;&#039;&#039; It was just that I had put in incorrect definitions for the normals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My graphics card:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BFG NVIDIA GeForce 7300 GT AGP 8x 512MB&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My driver version and operating system:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Windows XP SP3 32-bit, driver 182.08&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My EDuke32 version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
EDuke32 2.0.0devel 20090512&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My GPU caps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  2.1.2&lt;br /&gt;
 Vendor:   NVIDIA Corporation&lt;br /&gt;
 Renderer: GeForce 7300 GT/AGP/SSE2&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-x textures:        supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           not supported&lt;br /&gt;
 Nvidia multisample hint: not supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          not supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_ARB_color_buffer_float GL_ARB_depth_texture&lt;br /&gt;
   GL_ARB_draw_buffers GL_ARB_fragment_program&lt;br /&gt;
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader&lt;br /&gt;
   GL_ARB_half_float_pixel GL_ARB_half_float_vertex&lt;br /&gt;
   GL_ARB_framebuffer_object GL_ARB_imaging&lt;br /&gt;
   GL_ARB_map_buffer_range GL_ARB_multisample&lt;br /&gt;
   GL_ARB_multitexture GL_ARB_occlusion_query&lt;br /&gt;
   GL_ARB_pixel_buffer_object GL_ARB_point_parameters&lt;br /&gt;
   GL_ARB_point_sprite GL_ARB_shadow&lt;br /&gt;
   GL_ARB_shader_objects GL_ARB_shading_language_100&lt;br /&gt;
   GL_ARB_texture_border_clamp GL_ARB_texture_compression&lt;br /&gt;
   GL_ARB_texture_cube_map GL_ARB_texture_env_add&lt;br /&gt;
   GL_ARB_texture_env_combine GL_ARB_texture_env_dot3&lt;br /&gt;
   GL_ARB_texture_float GL_ARB_texture_mirrored_repeat&lt;br /&gt;
   GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle&lt;br /&gt;
   GL_ARB_transpose_matrix GL_ARB_vertex_array_object&lt;br /&gt;
   GL_ARB_vertex_buffer_object GL_ARB_vertex_program&lt;br /&gt;
   GL_ARB_vertex_shader GL_ARB_window_pos&lt;br /&gt;
   GL_ATI_draw_buffers GL_ATI_texture_float&lt;br /&gt;
   GL_ATI_texture_mirror_once GL_S3_s3tc&lt;br /&gt;
   GL_EXT_texture_env_add GL_EXT_abgr&lt;br /&gt;
   GL_EXT_bgra GL_EXT_blend_color&lt;br /&gt;
   GL_EXT_blend_equation_separate GL_EXT_blend_func_separate&lt;br /&gt;
   GL_EXT_blend_minmax GL_EXT_blend_subtract&lt;br /&gt;
   GL_EXT_compiled_vertex_array GL_EXT_Cg_shader&lt;br /&gt;
   GL_EXT_depth_bounds_test GL_EXT_direct_state_access&lt;br /&gt;
   GL_EXT_draw_range_elements GL_EXT_fog_coord&lt;br /&gt;
   GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample&lt;br /&gt;
   GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters&lt;br /&gt;
   GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil&lt;br /&gt;
   GL_EXT_packed_pixels GL_EXT_pixel_buffer_object&lt;br /&gt;
   GL_EXT_point_parameters GL_EXT_rescale_normal&lt;br /&gt;
   GL_EXT_secondary_color GL_EXT_separate_specular_color&lt;br /&gt;
   GL_EXT_shadow_funcs GL_EXT_stencil_two_side&lt;br /&gt;
   GL_EXT_stencil_wrap GL_EXT_texture3D&lt;br /&gt;
   GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map&lt;br /&gt;
   GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine&lt;br /&gt;
   GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic&lt;br /&gt;
   GL_EXT_texture_lod GL_EXT_texture_lod_bias&lt;br /&gt;
   GL_EXT_texture_mirror_clamp GL_EXT_texture_object&lt;br /&gt;
   GL_EXT_texture_sRGB GL_EXT_texture_swizzle&lt;br /&gt;
   GL_EXT_timer_query GL_EXT_vertex_array&lt;br /&gt;
   GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip&lt;br /&gt;
   GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region&lt;br /&gt;
   GL_NV_blend_square GL_NV_copy_depth_to_color&lt;br /&gt;
   GL_NV_depth_clamp GL_NV_fence&lt;br /&gt;
   GL_NV_float_buffer GL_NV_fog_distance&lt;br /&gt;
   GL_NV_fragment_program GL_NV_fragment_program_option&lt;br /&gt;
   GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage&lt;br /&gt;
   GL_NV_half_float GL_NV_light_max_exponent&lt;br /&gt;
   GL_NV_multisample_filter_hint GL_NV_occlusion_query&lt;br /&gt;
   GL_NV_packed_depth_stencil GL_NV_pixel_data_range&lt;br /&gt;
   GL_NV_point_sprite GL_NV_primitive_restart&lt;br /&gt;
   GL_NV_register_combiners GL_NV_register_combiners2&lt;br /&gt;
   GL_NV_texgen_reflection GL_NV_texture_compression_vtc&lt;br /&gt;
   GL_NV_texture_env_combine4 GL_NV_texture_expand_normal&lt;br /&gt;
   GL_NV_texture_rectangle GL_NV_texture_shader&lt;br /&gt;
   GL_NV_texture_shader2 GL_NV_texture_shader3&lt;br /&gt;
   GL_NV_vertex_array_range GL_NV_vertex_array_range2&lt;br /&gt;
   GL_NV_vertex_program GL_NV_vertex_program1_1&lt;br /&gt;
   GL_NV_vertex_program2 GL_NV_vertex_program2_option&lt;br /&gt;
   GL_NV_vertex_program3 GL_NVX_conditional_render&lt;br /&gt;
   GL_SGIS_generate_mipmap GL_SGIS_texture_lod&lt;br /&gt;
   GL_SGIX_depth_texture GL_SGIX_shadow&lt;br /&gt;
   GL_SUN_slice_accum GL_WIN_swap_hint&lt;br /&gt;
   WGL_EXT_swap_control &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are some GPU programs failing to compile?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
== Kyle873 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My problem:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Corrupted textures and light clipping issues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My Graphics Card:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NVIDIA Geforce 8600 GT with 256MB Video Memory&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My Driver Version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Driver 185.85 for Win32 x86&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My EDuke32 Version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
EDuke32 2.0.0devel 20090522&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My GPU Caps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  3.0.0&lt;br /&gt;
 Vendor:   NVIDIA Corporation&lt;br /&gt;
 Renderer: GeForce 8600 GT/PCI/SSE2&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-x textures:        supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           not supported&lt;br /&gt;
 Nvidia multisample hint: not supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_ARB_color_buffer_float GL_ARB_depth_buffer_float&lt;br /&gt;
   GL_ARB_depth_texture GL_ARB_draw_buffers&lt;br /&gt;
   GL_ARB_draw_instanced GL_ARB_fragment_program&lt;br /&gt;
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader&lt;br /&gt;
   GL_ARB_half_float_pixel GL_ARB_half_float_vertex&lt;br /&gt;
   GL_ARB_framebuffer_object GL_ARB_geometry_shader4&lt;br /&gt;
   GL_ARB_imaging GL_ARB_map_buffer_range&lt;br /&gt;
   GL_ARB_multisample GL_ARB_multitexture&lt;br /&gt;
   GL_ARB_occlusion_query GL_ARB_pixel_buffer_object&lt;br /&gt;
   GL_ARB_point_parameters GL_ARB_point_sprite&lt;br /&gt;
   GL_ARB_shadow GL_ARB_shader_objects&lt;br /&gt;
   GL_ARB_shading_language_100 GL_ARB_texture_border_clamp&lt;br /&gt;
   GL_ARB_texture_buffer_object GL_ARB_texture_compression&lt;br /&gt;
   GL_ARB_texture_cube_map GL_ARB_texture_env_add&lt;br /&gt;
   GL_ARB_texture_env_combine GL_ARB_texture_env_dot3&lt;br /&gt;
   GL_ARB_texture_float GL_ARB_texture_mirrored_repeat&lt;br /&gt;
   GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle&lt;br /&gt;
   GL_ARB_texture_rg GL_ARB_transpose_matrix&lt;br /&gt;
   GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object&lt;br /&gt;
   GL_ARB_vertex_program GL_ARB_vertex_shader&lt;br /&gt;
   GL_ARB_window_pos GL_ATI_draw_buffers&lt;br /&gt;
   GL_ATI_texture_float GL_ATI_texture_mirror_once&lt;br /&gt;
   GL_S3_s3tc GL_EXT_texture_env_add&lt;br /&gt;
   GL_EXT_abgr GL_EXT_bgra&lt;br /&gt;
   GL_EXT_blend_color GL_EXT_blend_equation_separate&lt;br /&gt;
   GL_EXT_blend_func_separate GL_EXT_blend_minmax&lt;br /&gt;
   GL_EXT_blend_subtract GL_EXT_compiled_vertex_array&lt;br /&gt;
   GL_EXT_Cg_shader GL_EXT_bindable_uniform&lt;br /&gt;
   GL_EXT_depth_bounds_test GL_EXT_direct_state_access&lt;br /&gt;
   GL_EXT_draw_buffers2 GL_EXT_draw_instanced&lt;br /&gt;
   GL_EXT_draw_range_elements GL_EXT_fog_coord&lt;br /&gt;
   GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample&lt;br /&gt;
   GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats&lt;br /&gt;
   GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4&lt;br /&gt;
   GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4&lt;br /&gt;
   GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil&lt;br /&gt;
   GL_EXT_packed_float GL_EXT_packed_pixels&lt;br /&gt;
   GL_EXT_pixel_buffer_object GL_EXT_point_parameters&lt;br /&gt;
   GL_EXT_provoking_vertex GL_EXT_rescale_normal&lt;br /&gt;
   GL_EXT_secondary_color GL_EXT_separate_specular_color&lt;br /&gt;
   GL_EXT_shadow_funcs GL_EXT_stencil_two_side&lt;br /&gt;
   GL_EXT_stencil_wrap GL_EXT_texture3D&lt;br /&gt;
   GL_EXT_texture_array GL_EXT_texture_buffer_object&lt;br /&gt;
   GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc&lt;br /&gt;
   GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map&lt;br /&gt;
   GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine&lt;br /&gt;
   GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic&lt;br /&gt;
   GL_EXT_texture_integer GL_EXT_texture_lod&lt;br /&gt;
   GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp&lt;br /&gt;
   GL_EXT_texture_object GL_EXT_texture_sRGB&lt;br /&gt;
   GL_EXT_texture_swizzle GL_EXT_texture_shared_exponent&lt;br /&gt;
   GL_EXT_timer_query GL_EXT_vertex_array&lt;br /&gt;
   GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip&lt;br /&gt;
   GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region&lt;br /&gt;
   GL_NV_blend_square GL_NV_copy_depth_to_color&lt;br /&gt;
   GL_NV_depth_buffer_float GL_NV_conditional_render&lt;br /&gt;
   GL_NV_depth_clamp GL_NV_explicit_multisample&lt;br /&gt;
   GL_NV_fence GL_NV_float_buffer&lt;br /&gt;
   GL_NV_fog_distance GL_NV_fragment_program&lt;br /&gt;
   GL_NV_fragment_program_option GL_NV_fragment_program2&lt;br /&gt;
   GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4&lt;br /&gt;
   GL_NV_gpu_program4 GL_NV_half_float&lt;br /&gt;
   GL_NV_light_max_exponent GL_NV_multisample_coverage&lt;br /&gt;
   GL_NV_multisample_filter_hint GL_NV_occlusion_query&lt;br /&gt;
   GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object&lt;br /&gt;
   GL_NV_pixel_data_range GL_NV_point_sprite&lt;br /&gt;
   GL_NV_primitive_restart GL_NV_register_combiners&lt;br /&gt;
   GL_NV_register_combiners2 GL_NV_texgen_reflection&lt;br /&gt;
   GL_NV_texture_compression_vtc GL_NV_texture_env_combine4&lt;br /&gt;
   GL_NV_texture_expand_normal GL_NV_texture_rectangle&lt;br /&gt;
   GL_NV_texture_shader GL_NV_texture_shader2&lt;br /&gt;
   GL_NV_texture_shader3 GL_NV_transform_feedback&lt;br /&gt;
   GL_NV_vertex_array_range GL_NV_vertex_array_range2&lt;br /&gt;
   GL_NV_vertex_program GL_NV_vertex_program1_1&lt;br /&gt;
   GL_NV_vertex_program2 GL_NV_vertex_program2_option&lt;br /&gt;
   GL_NV_vertex_program3 GL_NVX_conditional_render&lt;br /&gt;
   GL_NV_vertex_buffer_unified_memory GL_NV_shader_buffer_load&lt;br /&gt;
   GL_SGIS_generate_mipmap GL_SGIS_texture_lod&lt;br /&gt;
   GL_SGIX_depth_texture GL_SGIX_shadow&lt;br /&gt;
   GL_SUN_slice_accum GL_WIN_swap_hint&lt;br /&gt;
   WGL_EXT_swap_control &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are some GPU programs failing to compile?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
== Daedolon ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My problems:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sprites are drawn through geometry and FPS drops to unplayable speeds when this happens.&lt;br /&gt;
&lt;br /&gt;
Also no polymer lights or shadows are cast.&lt;br /&gt;
&lt;br /&gt;
[[Image:Daedolon-polymer_issue_01.png|640px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My graphics card:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sapphire ATI Radeon X1950 XT 256MB&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My driver version and operating system:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ati2dvag.dll 6.14.0010.6891 / Windows XP 32bit SP-3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My EDuke32 version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
EDuke32 2.0.0devel 20090522&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My GPU caps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  2.1.8304 Release&lt;br /&gt;
 Vendor:   ATI Technologies Inc.&lt;br /&gt;
 Renderer: Radeon X1950 Series&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-x textures:        supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           not supported&lt;br /&gt;
 Nvidia multisample hint: not supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          not supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_AMD_performance_monitor GL_ARB_depth_texture&lt;br /&gt;
   GL_ARB_draw_buffers GL_ARB_fragment_program&lt;br /&gt;
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader&lt;br /&gt;
   GL_ARB_half_float_pixel GL_ARB_half_float_vertex&lt;br /&gt;
   GL_ARB_multisample GL_ARB_multitexture&lt;br /&gt;
   GL_ARB_occlusion_query GL_ARB_pixel_buffer_object&lt;br /&gt;
   GL_ARB_point_parameters GL_ARB_point_sprite&lt;br /&gt;
   GL_ARB_shader_objects GL_ARB_shader_texture_lod&lt;br /&gt;
   GL_ARB_shading_language_100 GL_ARB_shadow&lt;br /&gt;
   GL_ARB_shadow_ambient GL_ARB_texture_border_clamp&lt;br /&gt;
   GL_ARB_texture_compression GL_ARB_texture_cube_map&lt;br /&gt;
   GL_ARB_texture_env_add GL_ARB_texture_env_combine&lt;br /&gt;
   GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3&lt;br /&gt;
   GL_ARB_texture_float GL_ARB_texture_mirrored_repeat&lt;br /&gt;
   GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle&lt;br /&gt;
   GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object&lt;br /&gt;
   GL_ARB_vertex_program GL_ARB_vertex_shader&lt;br /&gt;
   GL_ARB_window_pos GL_ATI_draw_buffers&lt;br /&gt;
   GL_ATI_envmap_bumpmap GL_ATI_fragment_shader&lt;br /&gt;
   GL_ATI_meminfo GL_ATI_separate_stencil&lt;br /&gt;
   GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3&lt;br /&gt;
   GL_ATI_texture_float GL_EXT_abgr&lt;br /&gt;
   GL_EXT_bgra GL_EXT_blend_color&lt;br /&gt;
   GL_EXT_blend_equation_separate GL_EXT_blend_func_separate&lt;br /&gt;
   GL_EXT_blend_minmax GL_EXT_blend_subtract&lt;br /&gt;
   GL_EXT_compiled_vertex_array GL_EXT_copy_texture&lt;br /&gt;
   GL_EXT_draw_range_elements GL_EXT_fog_coord&lt;br /&gt;
   GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample&lt;br /&gt;
   GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters&lt;br /&gt;
   GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil&lt;br /&gt;
   GL_EXT_packed_pixels GL_EXT_point_parameters&lt;br /&gt;
   GL_EXT_rescale_normal GL_EXT_secondary_color&lt;br /&gt;
   GL_EXT_separate_specular_color GL_EXT_shadow_funcs&lt;br /&gt;
   GL_EXT_stencil_wrap GL_EXT_subtexture&lt;br /&gt;
   GL_EXT_texgen_reflection GL_EXT_texture3D&lt;br /&gt;
   GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map&lt;br /&gt;
   GL_EXT_texture_edge_clamp GL_EXT_texture_env_add&lt;br /&gt;
   GL_EXT_texture_env_combine GL_EXT_texture_env_dot3&lt;br /&gt;
   GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias&lt;br /&gt;
   GL_EXT_texture_mirror_clamp GL_EXT_texture_object&lt;br /&gt;
   GL_EXT_texture_rectangle GL_EXT_texture_sRGB&lt;br /&gt;
   GL_EXT_vertex_array GL_KTX_buffer_region&lt;br /&gt;
   GL_NV_blend_square GL_NV_texgen_reflection&lt;br /&gt;
   GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp&lt;br /&gt;
   GL_SGIS_texture_lod GL_WIN_swap_hint&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are some GPU programs failing to compile?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
== Unmaker ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My problems:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some wall patches (posters, light switches, buttons, etc) are flickering; this depends on the observation angle.&lt;br /&gt;
Also, sometimes certain wall and ceiling textures disappear (this is totally random but appears only after renderer restart).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My graphics card:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gigabyte ATI Radeon X1600 Pro 256MB&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My driver version and operating system:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
10.2 release 8.593.100.0 (legacy); Windows XP 32bit SP3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My EDuke32 version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
EDuke32 2.0.0devel 20100311&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My GPU Caps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  2.1.8545 Release&lt;br /&gt;
 Vendor:   ATI Technologies Inc.&lt;br /&gt;
 Renderer: Radeon X1600/X1650 Series&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-power-of-2 textures: supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           not supported&lt;br /&gt;
 Nvidia multisample hint: not supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          not supported&lt;br /&gt;
 Occlusion queries:       supported&lt;br /&gt;
 GLSL:                    supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_AMD_performance_monitor GL_ARB_depth_texture&lt;br /&gt;
   GL_ARB_draw_buffers GL_ARB_fragment_program&lt;br /&gt;
   GL_ARB_fragment_program_shadow GL_ARB_fragment_shader&lt;br /&gt;
   GL_ARB_framebuffer_object GL_ARB_half_float_pixel&lt;br /&gt;
   GL_ARB_half_float_vertex GL_ARB_map_buffer_range&lt;br /&gt;
   GL_ARB_multisample GL_ARB_multitexture&lt;br /&gt;
   GL_ARB_occlusion_query GL_ARB_pixel_buffer_object&lt;br /&gt;
   GL_ARB_point_parameters GL_ARB_point_sprite&lt;br /&gt;
   GL_ARB_shader_objects GL_ARB_shader_texture_lod&lt;br /&gt;
   GL_ARB_shading_language_100 GL_ARB_shadow&lt;br /&gt;
   GL_ARB_shadow_ambient GL_ARB_texture_border_clamp&lt;br /&gt;
   GL_ARB_texture_compression GL_ARB_texture_cube_map&lt;br /&gt;
   GL_ARB_texture_env_add GL_ARB_texture_env_combine&lt;br /&gt;
   GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3&lt;br /&gt;
   GL_ARB_texture_float GL_ARB_texture_mirrored_repeat&lt;br /&gt;
   GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle&lt;br /&gt;
   GL_ARB_transpose_matrix GL_ARB_vertex_array_object&lt;br /&gt;
   GL_ARB_vertex_buffer_object GL_ARB_vertex_program&lt;br /&gt;
   GL_ARB_vertex_shader GL_ARB_window_pos&lt;br /&gt;
   GL_ATI_draw_buffers GL_ATI_envmap_bumpmap&lt;br /&gt;
   GL_ATI_fragment_shader GL_ATI_meminfo&lt;br /&gt;
   GL_ATI_separate_stencil GL_ATI_texture_compression_3dc&lt;br /&gt;
   GL_ATI_texture_env_combine3 GL_ATI_texture_float&lt;br /&gt;
   GL_EXT_abgr GL_EXT_bgra&lt;br /&gt;
   GL_EXT_blend_color GL_EXT_blend_equation_separate&lt;br /&gt;
   GL_EXT_blend_func_separate GL_EXT_blend_minmax&lt;br /&gt;
   GL_EXT_blend_subtract GL_EXT_compiled_vertex_array&lt;br /&gt;
   GL_EXT_copy_texture GL_EXT_draw_range_elements&lt;br /&gt;
   GL_EXT_fog_coord GL_EXT_framebuffer_blit&lt;br /&gt;
   GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object&lt;br /&gt;
   GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays&lt;br /&gt;
   GL_EXT_packed_depth_stencil GL_EXT_packed_pixels&lt;br /&gt;
   GL_EXT_point_parameters GL_EXT_rescale_normal&lt;br /&gt;
   GL_EXT_secondary_color GL_EXT_separate_specular_color&lt;br /&gt;
   GL_EXT_shadow_funcs GL_EXT_stencil_wrap&lt;br /&gt;
   GL_EXT_subtexture GL_EXT_texgen_reflection&lt;br /&gt;
   GL_EXT_texture3D GL_EXT_texture_compression_s3tc&lt;br /&gt;
   GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp&lt;br /&gt;
   GL_EXT_texture_env_add GL_EXT_texture_env_combine&lt;br /&gt;
   GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic&lt;br /&gt;
   GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp&lt;br /&gt;
   GL_EXT_texture_object GL_EXT_texture_rectangle&lt;br /&gt;
   GL_EXT_texture_sRGB GL_EXT_texture_swizzle&lt;br /&gt;
   GL_EXT_vertex_array GL_KTX_buffer_region&lt;br /&gt;
   GL_NV_blend_square GL_NV_texgen_reflection&lt;br /&gt;
   GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp&lt;br /&gt;
   GL_SGIS_texture_lod GL_WIN_swap_hint&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are some GPU programs failing to compile?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nope.&lt;br /&gt;
&lt;br /&gt;
== Awesomebob ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My problems:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Game will crash to desktop. What triggers the crash is unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My graphics card:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ATI Radeon HD 5770 1gb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My driver version and operating system:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
version 10.5 for Windows 7 64 bit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My EDuke32 version:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
EDuke32 2.0.0devel 20100727&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;My GPU caps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  4.0.9836 Compatibility Profile Context&lt;br /&gt;
 Vendor:   ATI Technologies Inc.&lt;br /&gt;
 Renderer: ATI Radeon HD 5700 Series&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-power-of-2 textures: supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           not supported&lt;br /&gt;
 Nvidia multisample hint: not supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          supported&lt;br /&gt;
 Occlusion queries:       supported&lt;br /&gt;
 GLSL:                    supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator&lt;br /&gt;
   GL_AMD_conservative_depth GL_AMD_draw_buffers_blend&lt;br /&gt;
   GL_AMD_name_gen_delete GL_AMD_performance_monitor&lt;br /&gt;
   GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export&lt;br /&gt;
   GL_AMD_texture_cube_map_array GL_AMD_texture_texture4&lt;br /&gt;
   GL_AMD_vertex_shader_tessellator GL_ARB_blend_func_extended&lt;br /&gt;
   GL_ARB_color_buffer_float GL_ARB_copy_buffer&lt;br /&gt;
   GL_ARB_depth_buffer_float GL_ARB_depth_clamp&lt;br /&gt;
   GL_ARB_depth_texture GL_ARB_draw_buffers&lt;br /&gt;
   GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex&lt;br /&gt;
   GL_ARB_draw_indirect GL_ARB_draw_instanced&lt;br /&gt;
   GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions&lt;br /&gt;
   GL_ARB_fragment_program GL_ARB_fragment_program_shadow&lt;br /&gt;
   GL_ARB_fragment_shader GL_ARB_framebuffer_object&lt;br /&gt;
   GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4&lt;br /&gt;
   GL_ARB_gpu_shader5 GL_ARB_half_float_pixel&lt;br /&gt;
   GL_ARB_half_float_vertex GL_ARB_imaging&lt;br /&gt;
   GL_ARB_instanced_arrays GL_ARB_map_buffer_range&lt;br /&gt;
   GL_ARB_multisample GL_ARB_multitexture&lt;br /&gt;
   GL_ARB_occlusion_query GL_ARB_occlusion_query2&lt;br /&gt;
   GL_ARB_pixel_buffer_object GL_ARB_point_parameters&lt;br /&gt;
   GL_ARB_point_sprite GL_ARB_provoking_vertex&lt;br /&gt;
   GL_ARB_sample_shading GL_ARB_sampler_objects&lt;br /&gt;
   GL_ARB_seamless_cube_map GL_ARB_shader_bit_encoding&lt;br /&gt;
   GL_ARB_shader_objects GL_ARB_shader_subroutine&lt;br /&gt;
   GL_ARB_shader_texture_lod GL_ARB_shading_language_100&lt;br /&gt;
   GL_ARB_shadow GL_ARB_shadow_ambient&lt;br /&gt;
   GL_ARB_sync GL_ARB_tessellation_shader&lt;br /&gt;
   GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object&lt;br /&gt;
   GL_ARB_texture_compression GL_ARB_texture_compression_rgtc&lt;br /&gt;
   GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array&lt;br /&gt;
   GL_ARB_texture_env_add GL_ARB_texture_env_combine&lt;br /&gt;
   GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3&lt;br /&gt;
   GL_ARB_texture_float GL_ARB_texture_gather&lt;br /&gt;
   GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample&lt;br /&gt;
   GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod&lt;br /&gt;
   GL_ARB_texture_rectangle GL_ARB_texture_rg&lt;br /&gt;
   GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm&lt;br /&gt;
   GL_ARB_timer_query GL_ARB_transform_feedback2&lt;br /&gt;
   GL_ARB_transform_feedback3 GL_ARB_transpose_matrix&lt;br /&gt;
   GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra&lt;br /&gt;
   GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object&lt;br /&gt;
   GL_ARB_vertex_program GL_ARB_vertex_shader&lt;br /&gt;
   GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_window_pos&lt;br /&gt;
   GL_ATI_draw_buffers GL_ATI_envmap_bumpmap&lt;br /&gt;
   GL_ATI_fragment_shader GL_ATI_meminfo&lt;br /&gt;
   GL_ATI_separate_stencil GL_ATI_texture_compression_3dc&lt;br /&gt;
   GL_ATI_texture_env_combine3 GL_ATI_texture_float&lt;br /&gt;
   GL_ATI_texture_mirror_once GL_EXT_abgr&lt;br /&gt;
   GL_EXT_bgra GL_EXT_bindable_uniform&lt;br /&gt;
   GL_EXT_blend_color GL_EXT_blend_equation_separate&lt;br /&gt;
   GL_EXT_blend_func_separate GL_EXT_blend_minmax&lt;br /&gt;
   GL_EXT_blend_subtract GL_EXT_compiled_vertex_array&lt;br /&gt;
   GL_EXT_copy_buffer GL_EXT_copy_texture&lt;br /&gt;
   GL_EXT_draw_buffers2 GL_EXT_draw_instanced&lt;br /&gt;
   GL_EXT_draw_range_elements GL_EXT_fog_coord&lt;br /&gt;
   GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample&lt;br /&gt;
   GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB&lt;br /&gt;
   GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters&lt;br /&gt;
   GL_EXT_gpu_shader4 GL_EXT_histogram&lt;br /&gt;
   GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil&lt;br /&gt;
   GL_EXT_packed_float GL_EXT_packed_pixels&lt;br /&gt;
   GL_EXT_pixel_buffer_object GL_EXT_point_parameters&lt;br /&gt;
   GL_EXT_provoking_vertex GL_EXT_rescale_normal&lt;br /&gt;
   GL_EXT_secondary_color GL_EXT_separate_specular_color&lt;br /&gt;
   GL_EXT_shader_atomic_counters GL_EXT_shadow_funcs&lt;br /&gt;
   GL_EXT_stencil_wrap GL_EXT_subtexture&lt;br /&gt;
   GL_EXT_texgen_reflection GL_EXT_texture3D&lt;br /&gt;
   GL_EXT_texture_array GL_EXT_texture_buffer_object&lt;br /&gt;
   GL_EXT_texture_buffer_object_rgb32 GL_EXT_texture_compression_bptc&lt;br /&gt;
   GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc&lt;br /&gt;
   GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map&lt;br /&gt;
   GL_EXT_texture_edge_clamp GL_EXT_texture_env_add&lt;br /&gt;
   GL_EXT_texture_env_combine GL_EXT_texture_env_dot3&lt;br /&gt;
   GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer&lt;br /&gt;
   GL_EXT_texture_lod GL_EXT_texture_lod_bias&lt;br /&gt;
   GL_EXT_texture_mirror_clamp GL_EXT_texture_object&lt;br /&gt;
   GL_EXT_texture_rectangle GL_EXT_texture_sRGB&lt;br /&gt;
   GL_EXT_texture_shared_exponent GL_EXT_texture_snorm&lt;br /&gt;
   GL_EXT_texture_swizzle GL_EXT_timer_query&lt;br /&gt;
   GL_EXT_transform_feedback GL_EXT_vertex_array&lt;br /&gt;
   GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat&lt;br /&gt;
   GL_KTX_buffer_region GL_NV_blend_square&lt;br /&gt;
   GL_NV_conditional_render GL_NV_copy_depth_to_color&lt;br /&gt;
   GL_NV_explicit_multisample GL_NV_float_buffer&lt;br /&gt;
   GL_NV_half_float GL_NV_primitive_restart&lt;br /&gt;
   GL_NV_texgen_reflection GL_SGIS_generate_mipmap&lt;br /&gt;
   GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod&lt;br /&gt;
   GL_SUN_multi_draw_arrays GL_WIN_swap_hint&lt;br /&gt;
Enabling ATI FBO color attachment workaround.&lt;br /&gt;
Initializing Polymer subsystem...&lt;br /&gt;
PR : Initialization complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Are some GPU programs failing to compile?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nope.&lt;br /&gt;
&lt;br /&gt;
== Jon(sharkbyte48) ==&lt;br /&gt;
My problems: No Polymer&lt;br /&gt;
&lt;br /&gt;
My graphics card: &lt;br /&gt;
&lt;br /&gt;
Radeon 9800 (The 9800 does not even support Polymer, buy a HD card or a Nvidia! - The Commander)&lt;br /&gt;
&lt;br /&gt;
My driver version and operating system: &lt;br /&gt;
&lt;br /&gt;
Windows XP (build 5.1.2600) Service Pack 3w/ nedmalloc.dll&lt;br /&gt;
&lt;br /&gt;
My EDuke32 version: &lt;br /&gt;
&lt;br /&gt;
EDuke32 2.0.0devel 20100704&lt;br /&gt;
My GPU caps: &lt;br /&gt;
&lt;br /&gt;
OpenGL Information:&lt;br /&gt;
 Version:  2.1.7537 Release&lt;br /&gt;
 Vendor:   ATI Technologies Inc.&lt;br /&gt;
 Renderer: RADEON 9800 SERIES&lt;br /&gt;
 Maximum anisotropy:      16.0&lt;br /&gt;
 BGRA textures:           supported&lt;br /&gt;
 Non-power-of-2 textures: not supported&lt;br /&gt;
 Texure compression:      supported&lt;br /&gt;
 Clamp-to-edge:           supported&lt;br /&gt;
 Multisampling:           not supported&lt;br /&gt;
 Nvidia multisample hint: not supported&lt;br /&gt;
 ARBfp fragment programs: supported&lt;br /&gt;
 Depth textures:          supported&lt;br /&gt;
 Shadow textures:         supported&lt;br /&gt;
 Frame Buffer Objects:    supported&lt;br /&gt;
 Rectangle textures:      supported&lt;br /&gt;
 Multitexturing:          supported&lt;br /&gt;
 env_combine:             supported&lt;br /&gt;
 Vertex Buffer Objects:   supported&lt;br /&gt;
 Shader Model 4:          not supported&lt;br /&gt;
 Occlusion queries:       supported&lt;br /&gt;
 GLSL:                    supported&lt;br /&gt;
 Extensions:&lt;br /&gt;
   GL_AMD_performance_monitor GL_ARB_depth_texture&lt;br /&gt;
   GL_ARB_draw_buffers GL_ARB_fragment_program&lt;br /&gt;
   GL_ARB_fragment_shader GL_ARB_half_float_pixel&lt;br /&gt;
   GL_ARB_multisample GL_ARB_multitexture&lt;br /&gt;
   GL_ARB_occlusion_query GL_ARB_pixel_buffer_object&lt;br /&gt;
   GL_ARB_point_parameters GL_ARB_point_sprite&lt;br /&gt;
   GL_ARB_shader_objects GL_ARB_shading_language_100&lt;br /&gt;
   GL_ARB_shadow GL_ARB_shadow_ambient&lt;br /&gt;
   GL_ARB_texture_border_clamp GL_ARB_texture_compression&lt;br /&gt;
   GL_ARB_texture_cube_map GL_ARB_texture_env_add&lt;br /&gt;
   GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar&lt;br /&gt;
   GL_ARB_texture_env_dot3 GL_ARB_texture_float&lt;br /&gt;
   GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle&lt;br /&gt;
   GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object&lt;br /&gt;
   GL_ARB_vertex_program GL_ARB_vertex_shader&lt;br /&gt;
   GL_ARB_window_pos GL_ATI_draw_buffers&lt;br /&gt;
   GL_ATI_envmap_bumpmap GL_ATI_fragment_shader&lt;br /&gt;
   GL_ATI_meminfo GL_ATI_separate_stencil&lt;br /&gt;
   GL_ATI_texture_env_combine3 GL_ATI_texture_float&lt;br /&gt;
   GL_EXT_abgr GL_EXT_bgra&lt;br /&gt;
   GL_EXT_blend_color GL_EXT_blend_func_separate&lt;br /&gt;
   GL_EXT_blend_minmax GL_EXT_blend_subtract&lt;br /&gt;
   GL_EXT_compiled_vertex_array GL_EXT_copy_texture&lt;br /&gt;
   GL_EXT_draw_range_elements GL_EXT_fog_coord&lt;br /&gt;
   GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample&lt;br /&gt;
   GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters&lt;br /&gt;
   GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil&lt;br /&gt;
   GL_EXT_packed_pixels GL_EXT_point_parameters&lt;br /&gt;
   GL_EXT_rescale_normal GL_EXT_secondary_color&lt;br /&gt;
   GL_EXT_separate_specular_color GL_EXT_shadow_funcs&lt;br /&gt;
   GL_EXT_stencil_wrap GL_EXT_subtexture&lt;br /&gt;
   GL_EXT_texgen_reflection GL_EXT_texture3D&lt;br /&gt;
   GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map&lt;br /&gt;
   GL_EXT_texture_edge_clamp GL_EXT_texture_env_add&lt;br /&gt;
   GL_EXT_texture_env_combine GL_EXT_texture_env_dot3&lt;br /&gt;
   GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias&lt;br /&gt;
   GL_EXT_texture_mirror_clamp GL_EXT_texture_object&lt;br /&gt;
   GL_EXT_texture_rectangle GL_EXT_texture_sRGB&lt;br /&gt;
   GL_EXT_vertex_array GL_KTX_buffer_region&lt;br /&gt;
   GL_NV_blend_square GL_NV_texgen_reflection&lt;br /&gt;
   GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp&lt;br /&gt;
   GL_SGIS_texture_lod GL_WIN_swap_hint&lt;br /&gt;
   WGL_EXT_swap_control &lt;br /&gt;
&lt;br /&gt;
Are some GPU programs failing to compile? &lt;br /&gt;
&lt;br /&gt;
No&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Full_command_list&amp;diff=9103</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=9103"/>
		<updated>2010-10-18T05:29:59Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &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;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*[[action]]&lt;br /&gt;
*[[activatebysector]]&lt;br /&gt;
*[[activatecheat]]&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;
*[[calchypotenuse]]&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;
*[[clearmapstate]]&lt;br /&gt;
*[[clipdist]]&lt;br /&gt;
*[[clipmove]]&lt;br /&gt;
*[[clipmovenoslide]]&lt;br /&gt;
*[[cmenu]]&lt;br /&gt;
*[[copy]]&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;
*[[gamearray]]&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;
*[[getarraysize]]&lt;br /&gt;
*[[getceilzofslope]]&lt;br /&gt;
*[[getcurraddress]]&lt;br /&gt;
*[[getflorzofslope]]&lt;br /&gt;
*[[getincangle]]&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;
*[[getticks]]&lt;br /&gt;
*[[gettimedate]]&lt;br /&gt;
*[[gettspr]]&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;
*[[hitradiusvar]]&lt;br /&gt;
*[[hitscan]]&lt;br /&gt;
*[[ifaction]]&lt;br /&gt;
*[[ifactioncount]]&lt;br /&gt;
*[[ifactor]]&lt;br /&gt;
*[[ifactornotstayput]]&lt;br /&gt;
*[[ifactorsound]]&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;
*[[ifclient]]&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;
*[[ifserver]]&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;
*[[ifvareither]]&lt;br /&gt;
*[[ifvarg]]&lt;br /&gt;
*[[ifvarl]]&lt;br /&gt;
*[[ifvarn]]&lt;br /&gt;
*[[ifvaror]]&lt;br /&gt;
*[[ifvarvarand]]&lt;br /&gt;
*[[ifvarvare]]&lt;br /&gt;
*[[ifvarvareither]]&lt;br /&gt;
*[[ifvarvarg]]&lt;br /&gt;
*[[ifvarvarl]]&lt;br /&gt;
*[[ifvarvarn]]&lt;br /&gt;
*[[ifvarvaror]]&lt;br /&gt;
*[[ifvarvarxor]]&lt;br /&gt;
*[[ifvarxor]]&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;
*[[lineintersect]]&lt;br /&gt;
*[[loadmapstate]]&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;
*[[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;
*[[qgetsysstr]]&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;
*[[qstrncat]]&lt;br /&gt;
*[[qsubstr]]&lt;br /&gt;
*[[quake]]&lt;br /&gt;
*[[quote]]&lt;br /&gt;
*[[randvar]]&lt;br /&gt;
*[[randvarvar]]&lt;br /&gt;
*[[rayintersect]]&lt;br /&gt;
*[[readarrayfromfile]]&lt;br /&gt;
*[[readgamevar]]&lt;br /&gt;
*[[redefinequote]]&lt;br /&gt;
*[[resetactioncount]]&lt;br /&gt;
*[[resetcount]]&lt;br /&gt;
*[[resetplayer]]&lt;br /&gt;
*[[resizearray]]&lt;br /&gt;
*[[respawnhitag]]&lt;br /&gt;
*[[return]]&lt;br /&gt;
*[[rotatepoint]]&lt;br /&gt;
*[[rotatesprite]]&lt;br /&gt;
*[[rotatesprite16]]&lt;br /&gt;
*[[save]]&lt;br /&gt;
*[[savegamevar]]&lt;br /&gt;
*[[savemapstate]]&lt;br /&gt;
*[[savenn]]&lt;br /&gt;
*[[scriptsize]]&lt;br /&gt;
*[[sectclearinterpolation]]&lt;br /&gt;
*[[sectgethitag]]&lt;br /&gt;
*[[sectgetlotag]]&lt;br /&gt;
*[[sectorofwall]]&lt;br /&gt;
*[[sectsetinterpolation]]&lt;br /&gt;
*[[setactor]]&lt;br /&gt;
*[[setactorangle]]&lt;br /&gt;
*[[setactorvar]]&lt;br /&gt;
*[[setarray]]&lt;br /&gt;
*[[setaspect]]&lt;br /&gt;
*[[setcfgname]]&lt;br /&gt;
*[[setdefname]]&lt;br /&gt;
*[[setgamename]]&lt;br /&gt;
*[[setgamepalette]]&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;
*[[settspr]]&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;
*[[spritenopal]]&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;
*[[starttrackvar]]&lt;br /&gt;
*[[state]]&lt;br /&gt;
*[[stopactorsound]]&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;
*[[writearraytofile]]&lt;br /&gt;
*[[xorvar]]&lt;br /&gt;
*[[xorvarvar]]&lt;br /&gt;
*[[zshoot]]&lt;br /&gt;
*[[zshootvar]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:All commands]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Jetpack_on&amp;diff=9101</id>
		<title>Jetpack on</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Jetpack_on&amp;diff=9101"/>
		<updated>2010-10-14T23:46:28Z</updated>

		<summary type="html">&lt;p&gt;The Commander: Fuck off spam bots!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Member of the [[player]] struct; works a bit differently, value changes when it is activated and then returns to zero. I think it goes 0 2 8 0. This one will be an ass I can see.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player structure members]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Full_command_list&amp;diff=9096</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=9096"/>
		<updated>2010-09-29T03:30:06Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &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;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*[[action]]&lt;br /&gt;
*[[activatebysector]]&lt;br /&gt;
*[[activatecheat]]&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;
*[[calchypotenuse]]&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;
*[[clearmapstate]]&lt;br /&gt;
*[[clipdist]]&lt;br /&gt;
*[[clipmove]]&lt;br /&gt;
*[[cmenu]]&lt;br /&gt;
*[[copy]]&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;
*[[gamearray]]&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;
*[[getarraysize]]&lt;br /&gt;
*[[getceilzofslope]]&lt;br /&gt;
*[[getcurraddress]]&lt;br /&gt;
*[[getflorzofslope]]&lt;br /&gt;
*[[getincangle]]&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;
*[[getticks]]&lt;br /&gt;
*[[gettimedate]]&lt;br /&gt;
*[[gettspr]]&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;
*[[hitradiusvar]]&lt;br /&gt;
*[[hitscan]]&lt;br /&gt;
*[[ifaction]]&lt;br /&gt;
*[[ifactioncount]]&lt;br /&gt;
*[[ifactor]]&lt;br /&gt;
*[[ifactornotstayput]]&lt;br /&gt;
*[[ifactorsound]]&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;
*[[ifclient]]&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;
*[[ifserver]]&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;
*[[ifvareither]]&lt;br /&gt;
*[[ifvarg]]&lt;br /&gt;
*[[ifvarl]]&lt;br /&gt;
*[[ifvarn]]&lt;br /&gt;
*[[ifvaror]]&lt;br /&gt;
*[[ifvarvarand]]&lt;br /&gt;
*[[ifvarvare]]&lt;br /&gt;
*[[ifvarvareither]]&lt;br /&gt;
*[[ifvarvarg]]&lt;br /&gt;
*[[ifvarvarl]]&lt;br /&gt;
*[[ifvarvarn]]&lt;br /&gt;
*[[ifvarvaror]]&lt;br /&gt;
*[[ifvarvarxor]]&lt;br /&gt;
*[[ifvarxor]]&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;
*[[lineintersect]]&lt;br /&gt;
*[[loadmapstate]]&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;
*[[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;
*[[qgetsysstr]]&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;
*[[qstrncat]]&lt;br /&gt;
*[[qsubstr]]&lt;br /&gt;
*[[quake]]&lt;br /&gt;
*[[quote]]&lt;br /&gt;
*[[randvar]]&lt;br /&gt;
*[[randvarvar]]&lt;br /&gt;
*[[rayintersect]]&lt;br /&gt;
*[[readarrayfromfile]]&lt;br /&gt;
*[[readgamevar]]&lt;br /&gt;
*[[redefinequote]]&lt;br /&gt;
*[[resetactioncount]]&lt;br /&gt;
*[[resetcount]]&lt;br /&gt;
*[[resetplayer]]&lt;br /&gt;
*[[resizearray]]&lt;br /&gt;
*[[respawnhitag]]&lt;br /&gt;
*[[return]]&lt;br /&gt;
*[[rotatepoint]]&lt;br /&gt;
*[[rotatesprite]]&lt;br /&gt;
*[[rotatesprite16]]&lt;br /&gt;
*[[save]]&lt;br /&gt;
*[[savegamevar]]&lt;br /&gt;
*[[savemapstate]]&lt;br /&gt;
*[[savenn]]&lt;br /&gt;
*[[scriptsize]]&lt;br /&gt;
*[[sectclearinterpolation]]&lt;br /&gt;
*[[sectgethitag]]&lt;br /&gt;
*[[sectgetlotag]]&lt;br /&gt;
*[[sectorofwall]]&lt;br /&gt;
*[[sectsetinterpolation]]&lt;br /&gt;
*[[setactor]]&lt;br /&gt;
*[[setactorangle]]&lt;br /&gt;
*[[setactorvar]]&lt;br /&gt;
*[[setarray]]&lt;br /&gt;
*[[setaspect]]&lt;br /&gt;
*[[setcfgname]]&lt;br /&gt;
*[[setdefname]]&lt;br /&gt;
*[[setgamename]]&lt;br /&gt;
*[[setgamepalette]]&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;
*[[settspr]]&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;
*[[spritenopal]]&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;
*[[starttrackvar]]&lt;br /&gt;
*[[state]]&lt;br /&gt;
*[[stopactorsound]]&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;
*[[writearraytofile]]&lt;br /&gt;
*[[xorvar]]&lt;br /&gt;
*[[xorvarvar]]&lt;br /&gt;
*[[zshoot]]&lt;br /&gt;
*[[zshootvar]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:All commands]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Multiplayer&amp;diff=9036</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Multiplayer&amp;diff=9036"/>
		<updated>2010-07-28T06:34:33Z</updated>

		<summary type="html">&lt;p&gt;The Commander: Added Duke Nukem Red Alert server and a status table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h3&amp;gt;To start a multiplayer server&amp;lt;/h3&amp;gt;&lt;br /&gt;
Type command :&lt;br /&gt;
&amp;lt;pre&amp;gt;eduke32 -server&amp;lt;/pre&amp;gt;&lt;br /&gt;
By default servers listen on port UDP 23513&lt;br /&gt;
&lt;br /&gt;
Clients will then connect with :&lt;br /&gt;
&amp;lt;pre&amp;gt;eduke32 -connect [server IP]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note : you will probably have to change the default console key in keyboard options to something else because &amp;quot;pause&amp;quot; just pauses the game and does not open console.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We can list servers here in future when Server/Client is more stable. :)&lt;br /&gt;
&lt;br /&gt;
/!\ Invalid IP format, need to be fixed!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=wikitable width=100%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Server Name&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Max Players&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;IP:Port&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Status&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;IRC Server/Channel&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[http://www.moddb.com/games/duke-nukem-red-alert/ Duke Nukem Red Alert]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;124.198.169.51:23513&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Currently offline&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Frequently_Asked_Questions&amp;diff=9035</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Frequently_Asked_Questions&amp;diff=9035"/>
		<updated>2010-07-28T06:22:59Z</updated>

		<summary type="html">&lt;p&gt;The Commander: Reflect changes for the new enet code and updated YANG link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== EDuke32 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Where can I get a copy of &#039;&#039;Duke Nukem 3D&#039;&#039; to run EDuke32?&#039;&#039;&#039;&lt;br /&gt;
:A: Just click the &#039;&#039;&#039;gog.com&#039;&#039;&#039; banner to the left, where you can download the full, registered version of &#039;&#039;Duke Nukem 3D: Atomic Edition&#039;&#039; for the low price of &#039;&#039;&#039;$5.99&#039;&#039;&#039;!  Alternatively, you can use the [ftp://ftp.3drealms.com/share/3dduke13.zip one episode shareware version] which is available from 3D Realms for free. While the source code to &#039;&#039;Duke Nukem 3D&#039;&#039; has been released to the public under the [http://www.gnu.org/licenses/gpl-2.0.txt GNU General Public License], the game&#039;s content (artwork, sounds, maps, et cetera) remains a commercial product.  DO NOT post anywhere or ask anybody at all about where to acquire this game illegally.  Support 3D Realms for making the most awesome game ever and don&#039;t be a pirate, yarrr!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: When launching EDuke32, I get an error about a missing file called &#039;GAME.CON&#039; or &#039;EDUKE.CON&#039;.  Help!&#039;&#039;&#039;&lt;br /&gt;
:A: It would appear that you haven&#039;t placed a copy of &#039;DUKE3D.GRP&#039; from your &#039;&#039;Duke Nukem 3D&#039;&#039; or &#039;&#039;Duke Nukem 3D: Atomic Edition&#039;&#039; CD into your EDuke32 directory.  Once you place &#039;DUKE3D.GRP&#039; into the same directory as &#039;eduke32.exe&#039;, the game should launch and run fine.  You may also use the shareware version&#039;s &#039;DUKE3D.GRP&#039; as well.  If you&#039;re sure you&#039;ve put &#039;DUKE3D.GRP&#039; in the right place but you still get this error, your GRP file is likely corrupt and will need to be re-copied off of your CD.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gametab.png|frame|Here is a picture of what the startup window looks like with several different GRP files available and the DukePlus mod selected.  Note that the shareware version and the original, non-&#039;&#039;Atomic Edition&#039;&#039; version of the game have both had their GRP files renamed; all versions of &#039;&#039;Duke Nukem 3D&#039;&#039; ship with a GRP file named &#039;DUKE3D.GRP&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: What is the &#039;Game&#039; section of the startup screen used for?&#039;&#039;&#039;&lt;br /&gt;
:A: The &#039;Game&#039; section is a feature that allows you to select which GRP file you would like to play.  The GRP files must exactly match the versions found on their respective CDs, without any modifications. The following games are supported:&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;Duke Nukem 3D Shareware Version&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Duke Nukem 3D&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Duke Nukem 3D: Atomic Edition&#039;&#039;&lt;br /&gt;
:* &#039;&#039;[[NAM]]&#039;&#039; (Note: you must rename GAME.CON from &#039;&#039;NAM&#039;&#039; to NAM.CON)&lt;br /&gt;
:* &#039;&#039;[[Napalm]]&#039;&#039; (Wal-Mart only version of &#039;&#039;NAM&#039;&#039;, some .GRP differences between the two releases)&lt;br /&gt;
:* &#039;&#039;[[WWII GI]]&#039;&#039; (Limited Support using &#039;&#039;NAM&#039;&#039; mode as a base)&lt;br /&gt;
&lt;br /&gt;
:You can also use the startup window to select a third party mod to play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: When I am playing EDuke32 with 16-, 24-, or 32-bit color, everything has a blue tint! How can I fix this?&#039;&#039;&#039;&lt;br /&gt;
:A: Unfortunately, most people who run into this error are out of luck, especially those with an Intel or SiS video chipset.  There are a few things you can do to try and fix this problem:&lt;br /&gt;
&lt;br /&gt;
:* Open the [[console]] and type &amp;quot;glredbluemode 0&amp;quot;&lt;br /&gt;
:* Download the newest drivers for your graphics card&lt;br /&gt;
:* Delete the texture cache directory&lt;br /&gt;
:* Try the latest [http://dukeworld.duke4.net/eduke32/ snapshot] of EDuke32&lt;br /&gt;
&lt;br /&gt;
:Note: the following driver vendors have been blacklisted in the newest versions of EDuke32.  If you have a video card or driver from one of these companies, OpenGL modes will &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; be available:&lt;br /&gt;
:* Microsoft (default OpenGL ICD which comes with Windows)&lt;br /&gt;
:* SiS&lt;br /&gt;
:* Intel&lt;br /&gt;
:* 3Dfx&lt;br /&gt;
&lt;br /&gt;
:OpenGL can still be enabled for these cards by setting the BUILD_FORCEGL environment variable before running EDuke32.  It should be noted, however, that the results will probably be less than satisfactory.  If you have a blacklisted driver but EDuke32 seems to run fine using BUILD_FORCEGL, please send us your eduke32.log so that we can add an exception for your video card/driver combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: How can I play multiplayer on the Internet or my LAN using EDuke32?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A: Download and install [http://yang-online.com/ YANG (Yet Another Netplay Guider)] and follow YANG&#039;s installation instructions.&lt;br /&gt;
&lt;br /&gt;
:Or if simple LAN play is only required you can launch Eduke32 with these command line arguments.&lt;br /&gt;
:* HOST Computer: -server&lt;br /&gt;
&lt;br /&gt;
:* JOINING Computer: -connect #   {Change the value of &amp;quot; # &amp;quot; to the hosts IP address)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Where is my &amp;quot;eduke32.log&amp;quot; and what is it used for?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A: The &amp;quot;eduke32.log&amp;quot; file is generated each time you run eduke32.exe. (mapster32.exe has a separate one titled, &amp;quot;mapster32.log&amp;quot;) &lt;br /&gt;
:You can find both of these files in the same directory where your &amp;quot;eduke32.exe&amp;quot; and &amp;quot;mapster32.exe&amp;quot; is located. Having &amp;quot;Hide extensions for known file types&amp;quot; (Tools, Folder Options, View) unticked will help you locate it easier.&lt;br /&gt;
&lt;br /&gt;
:Once you have found your log file open it up with Notepad or some other text based program. Copy the entire contents of the file (Ctrl + A, Ctrl + C) then go to [http://www.pastebin.com pastebin.com] and paste the contents there, click send and save the URL for later. &lt;br /&gt;
:(Saving it for a month is more advised than saving it for a day)&lt;br /&gt;
&lt;br /&gt;
:What is the log used for?&lt;br /&gt;
:* Helping the EDuke32 developers and other helpful community members locate problems with a users EDuke32 if he or she is having trouble getting it to run, as the log file will 99% of the time indicate what is not working correctly plus many other various things that help developers and modders all around.&lt;br /&gt;
&lt;br /&gt;
:Where should I paste my log or URL?&lt;br /&gt;
:* First you should go to the [http://forums.duke4.net/index.php?showforum=26 Duke Nukem 3D] forums on [http://www.duke4.net Duke4.net] and search to see if your problem has been reported before to see if you can find your answers to your current problem.&lt;br /&gt;
:*If you could not find any answers by searching the forums you should then create a new thread in the [http://forums.duke4.net/index.php?showforum=27 Duke Nukem 3D Help Me] forum with a title that gives a basic description of the problem, e.g. &amp;quot;EDuke32 crashes at start up.&amp;quot; Your post should contain a more in depth description of the problem followed by that URL from pastebin.com we saved earlier that contains the contents of your eduke32.log.  You can also use [codebox][/codebox] tags in your post as well.&lt;br /&gt;
&lt;br /&gt;
:Note: If you are having problems with Mapster32 you should do the same as above but replace &amp;quot;eduke32.log&amp;quot; with &amp;quot;mapster32.log&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: If in system international properties system language is not English then symbol keys on keyboard is not work (Mac OS X). So I can&#039;t play the game. And I don&#039;t want to switch system language because I&#039;m living in Russia.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Mapster32 ==&lt;br /&gt;
&#039;&#039;&#039;Q: I can&#039;t pan with Shift+KP5+KP&amp;lt;whatever&amp;gt; in 3D mode.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A: This is an issue with modern keyboards and happens because some key combinations are &amp;quot;dead&amp;quot; (See [http://www.sjbaker.org/wiki/index.php?title=Keyboards_Are_Evil] for an overview and [http://www.dribin.org/dave/keyboard/one_html/] for a technical explanation). There are various workarounds. One is to alias some key to the KP5 key with the goal of finding one for which all key combinations will be passed to the OS. To do that, you need to edit the &#039;&#039;remap&#039;&#039; line at the end of mapster32.cfg. A suggestion is to map the KP0 key to KP5. Another way to solve the issue is by finding a keyboard from circa 1996 (one with a big 5-pin connector).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Why is aiming at objects so imprecise?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A: The issue occurs only with the Polymost renderer and has its cause in the way it determines the aimed-at object: based on the mouse position on the screen, it constructs a direction vector and calls [[hitscan]]. Both steps are a cause of imprecision. The classic BUILD and the Polymer renderers determine the aimed-at object (roughly) by querying what object was drawn at the mouse position, and thus are pixel-perfect. If you prefer to use Polymost, try avoiding aiming at objects at the border of the screen and looking up or down, since the aiming method is particularly ill-behaved in these cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32_end-user_documentation]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Full_command_list&amp;diff=9018</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=9018"/>
		<updated>2010-07-25T09:01:26Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &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;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;&amp;quot;&amp;gt;&lt;br /&gt;
*[[action]]&lt;br /&gt;
*[[activatebysector]]&lt;br /&gt;
*[[activatecheat]]&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;
*[[clearmapstate]]&lt;br /&gt;
*[[clipdist]]&lt;br /&gt;
*[[cmenu]]&lt;br /&gt;
*[[copy]]&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;
*[[gamearray]]&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;
*[[getarraysize]]&lt;br /&gt;
*[[getceilzofslope]]&lt;br /&gt;
*[[getcurraddress]]&lt;br /&gt;
*[[getflorzofslope]]&lt;br /&gt;
*[[getincangle]]&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;
*[[getticks]]&lt;br /&gt;
*[[gettimedate]]&lt;br /&gt;
*[[gettspr]]&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;
*[[hitradiusvar]]&lt;br /&gt;
*[[hitscan]]&lt;br /&gt;
*[[ifaction]]&lt;br /&gt;
*[[ifactioncount]]&lt;br /&gt;
*[[ifactor]]&lt;br /&gt;
*[[ifactornotstayput]]&lt;br /&gt;
*[[ifactorsound]]&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;
*[[ifclient]]&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;
*[[ifserver]]&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;
*[[ifvareither]]&lt;br /&gt;
*[[ifvarg]]&lt;br /&gt;
*[[ifvarl]]&lt;br /&gt;
*[[ifvarn]]&lt;br /&gt;
*[[ifvaror]]&lt;br /&gt;
*[[ifvarvarand]]&lt;br /&gt;
*[[ifvarvare]]&lt;br /&gt;
*[[ifvarvareither]]&lt;br /&gt;
*[[ifvarvarg]]&lt;br /&gt;
*[[ifvarvarl]]&lt;br /&gt;
*[[ifvarvarn]]&lt;br /&gt;
*[[ifvarvaror]]&lt;br /&gt;
*[[ifvarvarxor]]&lt;br /&gt;
*[[ifvarxor]]&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;
*[[loadmapstate]]&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;
*[[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;
*[[qgetsysstr]]&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;
*[[qstrncat]]&lt;br /&gt;
*[[qsubstr]]&lt;br /&gt;
*[[quake]]&lt;br /&gt;
*[[quote]]&lt;br /&gt;
*[[randvar]]&lt;br /&gt;
*[[randvarvar]]&lt;br /&gt;
*[[readarrayfromfile]]&lt;br /&gt;
*[[readgamevar]]&lt;br /&gt;
*[[redefinequote]]&lt;br /&gt;
*[[resetactioncount]]&lt;br /&gt;
*[[resetcount]]&lt;br /&gt;
*[[resetplayer]]&lt;br /&gt;
*[[resizearray]]&lt;br /&gt;
*[[respawnhitag]]&lt;br /&gt;
*[[return]]&lt;br /&gt;
*[[rotatepoint]]&lt;br /&gt;
*[[rotatesprite]]&lt;br /&gt;
*[[rotatesprite16]]&lt;br /&gt;
*[[save]]&lt;br /&gt;
*[[savegamevar]]&lt;br /&gt;
*[[savemapstate]]&lt;br /&gt;
*[[savenn]]&lt;br /&gt;
*[[scriptsize]]&lt;br /&gt;
*[[sectgethitag]]&lt;br /&gt;
*[[sectgetlotag]]&lt;br /&gt;
*[[sectorofwall]]&lt;br /&gt;
*[[setactor]]&lt;br /&gt;
*[[setactorangle]]&lt;br /&gt;
*[[setactorvar]]&lt;br /&gt;
*[[setarray]]&lt;br /&gt;
*[[setaspect]]&lt;br /&gt;
*[[setcfgname]]&lt;br /&gt;
*[[setdefname]]&lt;br /&gt;
*[[setgamename]]&lt;br /&gt;
*[[setgamepalette]]&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;
*[[settspr]]&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;
*[[spritenopal]]&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;
*[[starttrackvar]]&lt;br /&gt;
*[[state]]&lt;br /&gt;
*[[stopactorsound]]&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;
*[[writearraytofile]]&lt;br /&gt;
*[[xorvar]]&lt;br /&gt;
*[[xorvarvar]]&lt;br /&gt;
*[[zshoot]]&lt;br /&gt;
*[[zshootvar]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:All commands]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=8970</id>
		<title>EDuke32 Modifications</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_Modifications&amp;diff=8970"/>
		<updated>2010-06-16T05:08:39Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &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;5.20.06112010&#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, Tekedon&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, On Hold&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>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Jumping_counter&amp;diff=8945</id>
		<title>Jumping counter</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Jumping_counter&amp;diff=8945"/>
		<updated>2010-04-30T08:19:16Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &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;
NOTE: In water surface sectors LOTAG 1, the counter will only reach up to 901. &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>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Jumping_counter&amp;diff=8944</id>
		<title>Jumping counter</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Jumping_counter&amp;diff=8944"/>
		<updated>2010-04-30T08:18:58Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &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;
NOTE: In water surface sectors LOTAG 1, the counter will only reach up to 901. &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>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Utilities&amp;diff=8943</id>
		<title>Utilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Utilities&amp;diff=8943"/>
		<updated>2010-04-30T02:16:17Z</updated>

		<summary type="html">&lt;p&gt;The Commander: Updated Crimson Editor link to Emerald Editor which is a more updated version of the Crimson Editor source.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When modding EDuke32, there are some files you will need to edit certain aspects of the game.&lt;br /&gt;
Here we will cover the needed programs for each aspect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Group File (.GRP) Editing ==&lt;br /&gt;
.GRP files are basically like a zip file, they hold all of the relevant files for the game, and keep your folders tidy. There are &#039;&#039;numerous&#039;&#039; programs available for use, even some crude extraction and grouping programs came on the Duke3D disc in the goodies directory: &amp;quot;KGROUP&amp;quot; and &amp;quot;KEXTRACT&amp;quot;. While lacking a GUI, they get the job done. There are other programs, which can view art files inside the .GRP, and listen to sound bytes. Other programs include, [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-build/gfs31.zip &amp;quot;Group File Studio&amp;quot;] and Roma Loom&#039;s [http://loomsday.com/?page_id=4 &amp;quot;GRPViewer&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
== Control File (.CON) Editing ==&lt;br /&gt;
.CON files hold most of the important code for the game. To edit the con files, you actually dont need any special programs. Just open the .CON files in your favorite text editor, although [http://www.emeraldeditor.com/ Emerald Editor AKA Crimson Editor] is recommended as being one of the best. Special editing programs for writing CON code do exist, though all of them so far have only been developed for use with 1.5 Coding. Therefor, they will cause problems if you try to use Eduke32 exclusive parameters.&lt;br /&gt;
&lt;br /&gt;
== Art File (.ART) Editing ==&lt;br /&gt;
.ART files hold all the raw art data, in a tidy manner. Once again, there are numerous programs available which can edit the .ART files. The most commonly used program is the one that came with Duke Nukem 3d: Editart. Editart still works on most Windows XP computers. Other programs include, [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/bastART.zip &amp;quot;BastART&amp;quot;] and [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/dukeresART.zip &amp;quot;DukeRES&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
== Map (.MAP) Editing ==&lt;br /&gt;
.MAP files are your levels. There arent too many widely used .MAP editors, the most commonly used and recommended one is Mapster32, which comes with Eduke32. The other commonly used one is Jonof&#039;s BUILD, which comes with JFDuke3D. Originally, BUILD from the /Goodies directory on the Duke3D disc was used. Other mapping utilities were made, but are now obsolete, these include &amp;quot;Mapster&amp;quot; and &amp;quot;Makemap&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Palette (.DAT) Editing ==&lt;br /&gt;
The PALETTE.DAT and LOOKUP.DAT files hold the palettes, palettes swaps, and shade tables for the game. This is one of the most loathed and untouched editable features of Duke3D. While incredibly difficult, it can come to good effect. One of the few .PAL editors is the [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/BSUIT01A.ZIP &amp;quot;Build Customization Suite&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
== Animation (.ANM) Editing ==&lt;br /&gt;
.ANM files hold raw .PCX files, which are added together and then played as an animation. In the game these are the animations you see at the end of a boss fight. The sounds for the animations are not included in the .ANM. One of the few .ANM compiling programs is [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/anim2pcx.zip &amp;quot;Animation File Maker&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://dukerepository.com/utilities.php Duke Nukem Repository Utility Page]&lt;br /&gt;
* [http://www.gamers.org/pub/games/duke3d/other/build/ Gamers.org Archive Utility Page]&lt;br /&gt;
* [http://archive.dukertcm.com/ R.T.C.M.]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Frequently_Asked_Questions&amp;diff=8941</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Frequently_Asked_Questions&amp;diff=8941"/>
		<updated>2010-04-23T15:04:19Z</updated>

		<summary type="html">&lt;p&gt;The Commander: Yang Link Updated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== EDuke32 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Where can I get a copy of &#039;&#039;Duke Nukem 3D&#039;&#039; to run EDuke32?&#039;&#039;&#039;&lt;br /&gt;
:A: Just click the &#039;&#039;&#039;gog.com&#039;&#039;&#039; banner to the left, where you can download the full, registered version of &#039;&#039;Duke Nukem 3D: Atomic Edition&#039;&#039; for the low price of &#039;&#039;&#039;$5.99&#039;&#039;&#039;!  Alternatively, you can use the [ftp://ftp.3drealms.com/share/3dduke13.zip one episode shareware version] which is available from 3D Realms for free. While the source code to &#039;&#039;Duke Nukem 3D&#039;&#039; has been released to the public under the [http://www.gnu.org/licenses/gpl-2.0.txt GNU General Public License], the game&#039;s content (artwork, sounds, maps, et cetera) remains a commercial product.  DO NOT post anywhere or ask anybody at all about where to acquire this game illegally.  Support 3D Realms for making the most awesome game ever and don&#039;t be a pirate, yarrr!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: When launching EDuke32, I get an error about a missing file called &#039;GAME.CON&#039; or &#039;EDUKE.CON&#039;.  Help!&#039;&#039;&#039;&lt;br /&gt;
:A: It would appear that you haven&#039;t placed a copy of &#039;DUKE3D.GRP&#039; from your &#039;&#039;Duke Nukem 3D&#039;&#039; or &#039;&#039;Duke Nukem 3D: Atomic Edition&#039;&#039; CD into your EDuke32 directory.  Once you place &#039;DUKE3D.GRP&#039; into the same directory as &#039;eduke32.exe&#039;, the game should launch and run fine.  You may also use the shareware version&#039;s &#039;DUKE3D.GRP&#039; as well.  If you&#039;re sure you&#039;ve put &#039;DUKE3D.GRP&#039; in the right place but you still get this error, your GRP file is likely corrupt and will need to be re-copied off of your CD.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gametab.png|frame|Here is a picture of what the startup window looks like with several different GRP files available and the DukePlus mod selected.  Note that the shareware version and the original, non-&#039;&#039;Atomic Edition&#039;&#039; version of the game have both had their GRP files renamed; all versions of &#039;&#039;Duke Nukem 3D&#039;&#039; ship with a GRP file named &#039;DUKE3D.GRP&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: What is the &#039;Game&#039; section of the startup screen used for?&#039;&#039;&#039;&lt;br /&gt;
:A: The &#039;Game&#039; section is a feature that allows you to select which GRP file you would like to play.  The GRP files must exactly match the versions found on their respective CDs, without any modifications. The following games are supported:&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;Duke Nukem 3D Shareware Version&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Duke Nukem 3D&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Duke Nukem 3D: Atomic Edition&#039;&#039;&lt;br /&gt;
:* &#039;&#039;[[NAM]]&#039;&#039; (Note: you must rename GAME.CON from &#039;&#039;NAM&#039;&#039; to NAM.CON)&lt;br /&gt;
:* &#039;&#039;[[Napalm]]&#039;&#039; (Wal-Mart only version of &#039;&#039;NAM&#039;&#039;, some .GRP differences between the two releases)&lt;br /&gt;
:* &#039;&#039;[[WWII GI]]&#039;&#039; (Limited Support using &#039;&#039;NAM&#039;&#039; mode as a base)&lt;br /&gt;
&lt;br /&gt;
:You can also use the startup window to select a third party mod to play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: When I am playing EDuke32 with 16-, 24-, or 32-bit color, everything has a blue tint! How can I fix this?&#039;&#039;&#039;&lt;br /&gt;
:A: Unfortunately, most people who run into this error are out of luck, especially those with an Intel or SiS video chipset.  There are a few things you can do to try and fix this problem:&lt;br /&gt;
&lt;br /&gt;
:* Open the [[console]] and type &amp;quot;glredbluemode 0&amp;quot;&lt;br /&gt;
:* Download the newest drivers for your graphics card&lt;br /&gt;
:* Delete the texture cache directory&lt;br /&gt;
:* Try the latest [http://dukeworld.duke4.net/eduke32/ snapshot] of EDuke32&lt;br /&gt;
&lt;br /&gt;
:Note: the following driver vendors have been blacklisted in the newest versions of EDuke32.  If you have a video card or driver from one of these companies, OpenGL modes will &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; be available:&lt;br /&gt;
:* Microsoft (default OpenGL ICD which comes with Windows)&lt;br /&gt;
:* SiS&lt;br /&gt;
:* Intel&lt;br /&gt;
:* 3Dfx&lt;br /&gt;
&lt;br /&gt;
:OpenGL can still be enabled for these cards by setting the BUILD_FORCEGL environment variable before running EDuke32.  It should be noted, however, that the results will probably be less than satisfactory.  If you have a blacklisted driver but EDuke32 seems to run fine using BUILD_FORCEGL, please send us your eduke32.log so that we can add an exception for your video card/driver combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: How can I play multiplayer on the Internet or my LAN using EDuke32?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A: Take a look at the [http://static.jonof.id.au/modsuppt/jfduke3d/releasenotes.html release notes for JFDuke3D] or download and install [http://www.multi-players-zone.com/yang/ YANG (Yet Another Netplay Guider)] and follow YANG&#039;s installation instructions.&lt;br /&gt;
&lt;br /&gt;
:Or if simple LAN play is only required you can launch Eduke32 with these command line arguments.&lt;br /&gt;
:* HOST Computer: -net -n0:#   (Change the value of &amp;quot; # &amp;quot; to how many players there are, e.g. -n0:2 would be a two player game)&lt;br /&gt;
:* JOINING Computer: -net -n0 #   {Change the value of &amp;quot; # &amp;quot; to the hosts IP address)&lt;br /&gt;
&lt;br /&gt;
:Note: The host must launch his or her .bat/shortcut first before any of the joining computers can launch theirs or the game will not launch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Where is my &amp;quot;eduke32.log&amp;quot; and what is it used for?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A: The &amp;quot;eduke32.log&amp;quot; file is generated each time you run eduke32.exe. (mapster32.exe has a separate one titled, &amp;quot;mapster32.log&amp;quot;) &lt;br /&gt;
:You can find both of these files in the same directory where your &amp;quot;eduke32.exe&amp;quot; and &amp;quot;mapster32.exe&amp;quot; is located. Having &amp;quot;Hide extensions for known file types&amp;quot; (Tools, Folder Options, View) unticked will help you locate it easier.&lt;br /&gt;
&lt;br /&gt;
:Once you have found your log file open it up with Notepad or some other text based program. Copy the entire contents of the file (Ctrl + A, Ctrl + C) then go to [http://www.pastebin.com pastebin.com] and paste the contents there, click send and save the URL for later. &lt;br /&gt;
:(Saving it for a month is more advised than saving it for a day)&lt;br /&gt;
&lt;br /&gt;
:What is the log used for?&lt;br /&gt;
:* Helping the EDuke32 developers and other helpful community members locate problems with a users EDuke32 if he or she is having trouble getting it to run, as the log file will 99% of the time indicate what is not working correctly plus many other various things that help developers and modders all around.&lt;br /&gt;
&lt;br /&gt;
:Where should I paste my log or URL?&lt;br /&gt;
:* First you should go to the [http://forums.duke4.net/index.php?showforum=26 Duke Nukem 3D] forums on [http://www.duke4.net Duke4.net] and search to see if your problem has been reported before to see if you can find your answers to your current problem.&lt;br /&gt;
:*If you could not find any answers by searching the forums you should then create a new thread in the [http://forums.duke4.net/index.php?showforum=27 Duke Nukem 3D Help Me] forum with a title that gives a basic description of the problem, e.g. &amp;quot;EDuke32 crashes at start up.&amp;quot; Your post should contain a more in depth description of the problem followed by that URL from pastebin.com we saved earlier that contains the contents of your eduke32.log.  You can also use [codebox][/codebox] tags in your post as well.&lt;br /&gt;
&lt;br /&gt;
:Note: If you are having problems with Mapster32 you should do the same as above but replace &amp;quot;eduke32.log&amp;quot; with &amp;quot;mapster32.log&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: If in system international properties system language is not English then symbol keys on keyboard is not work (Mac OS X). So I can&#039;t play the game. And I don&#039;t want to switch system language because I&#039;m living in Russia.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Mapster32 ==&lt;br /&gt;
&#039;&#039;&#039;Q: I can&#039;t pan with Shift+KP5+KP&amp;lt;whatever&amp;gt; in 3D mode.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A: This is an issue with modern keyboards and happens because some key combinations are &amp;quot;dead&amp;quot; (See [http://www.sjbaker.org/wiki/index.php?title=Keyboards_Are_Evil] for an overview and [http://www.dribin.org/dave/keyboard/one_html/] for a technical explanation). There are various workarounds. One is to alias some key to the KP5 key with the goal of finding one for which all key combinations will be passed to the OS. To do that, you need to edit the &#039;&#039;remap&#039;&#039; line at the end of mapster32.cfg. A suggestion is to map the KP0 key to KP5. Another way to solve the issue is by finding a keyboard from circa 1996 (one with a big 5-pin connector).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Why is aiming at objects so imprecise?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A: The issue occurs only with the Polymost renderer and has its cause in the way it determines the aimed-at object: based on the mouse position on the screen, it constructs a direction vector and calls [[hitscan]]. Both steps are a cause of imprecision. The classic BUILD and the Polymer renderers determine the aimed-at object (roughly) by querying what object was drawn at the mouse position, and thus are pixel-perfect. If you prefer to use Polymost, try avoiding aiming at objects at the border of the screen and looking up or down, since the aiming method is particularly ill-behaved in these cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32_end-user_documentation]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EVENT_QUICKKICK&amp;diff=8935</id>
		<title>EVENT QUICKKICK</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EVENT_QUICKKICK&amp;diff=8935"/>
		<updated>2010-04-16T15:04:40Z</updated>

		<summary type="html">&lt;p&gt;The Commander: Example for Zaxtor...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EVENT_QUICKKICK is a [[EDuke32_event_list|Game Event]].&lt;br /&gt;
&lt;br /&gt;
This [[event]] is called when the player presses the key assigned to Quick Kick (&#039;&#039;`/~&#039;&#039; key by default).&lt;br /&gt;
&lt;br /&gt;
Set gamevar [[RETURN]] to any non-zero value to disable quick kick.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 onevent EVENT_QUICKKICK&lt;br /&gt;
 setvar RETURN -1&lt;br /&gt;
 endevent&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Definesound&amp;diff=8919</id>
		<title>Definesound</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Definesound&amp;diff=8919"/>
		<updated>2010-03-26T06:01:13Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;definesound&#039;&#039;&#039; &amp;lt;value&amp;gt; &amp;lt;filename&amp;gt; &amp;lt;pitch1&amp;gt; &amp;lt;pitch2&amp;gt; &amp;lt;priority&amp;gt; &amp;lt;type&amp;gt; &amp;lt;volume&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The definesound command defines a sound and assigns various properties to it.&lt;br /&gt;
*&amp;lt;value&amp;gt;: This can be either the sound&#039;s number or the name that has been [[define]]d for that number.&lt;br /&gt;
*&amp;lt;filename&amp;gt;: The name of the sound file.  Sound files are assumed to be in the same directory as the program unless a folder path is specified.&lt;br /&gt;
*&amp;lt;pitch1&amp;gt; and &amp;lt;pitch2&amp;gt;: According to the comments in the default user.con, these are a &amp;quot;random pitch variation range.&amp;quot;  Values may be positive or negative.&lt;br /&gt;
*&amp;lt;priority&amp;gt;: A value of 0 to 255 indicates the priority the sound has over other sounds that are playing simultaneously.  The higher the value, the greater its priority.  This is due to the limit on the number of sounds that can play at once.  32 is the default maximum limit, and can be set lower as the user chooses.&lt;br /&gt;
*&amp;lt;type&amp;gt;: This flag indicates what type of sound you are defining and can be added together much the way [[cstat]] values are:&lt;br /&gt;
:BIT 0 (1) Repeating&lt;br /&gt;
:BIT 1 (2) Used for MUSICANDSFX sprites&lt;br /&gt;
:BIT 2 (4) Duke Voice Clip&lt;br /&gt;
:BIT 3 (8) Parental Lockout (disabled when Adult Mode is off)&lt;br /&gt;
:BIT 4 (16) Global Sound (sndist = 0)&lt;br /&gt;
*&amp;lt;volume&amp;gt;: Negative values increase volume; positive ones soften it.  Can range from -32768 to 32768.&lt;br /&gt;
&lt;br /&gt;
[[Category:Duke3D 1.3/1.5 commands]]&lt;br /&gt;
[[Category:Sound manipulation]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=EDuke32_map_features&amp;diff=8905</id>
		<title>EDuke32 map features</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=EDuke32_map_features&amp;diff=8905"/>
		<updated>2010-03-11T03:43:37Z</updated>

		<summary type="html">&lt;p&gt;The Commander: This page isn&amp;#039;t linked anywhere?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sector Effector tags ==&lt;br /&gt;
&lt;br /&gt;
49 (Point light)&lt;br /&gt;
*Hitag: Light distance. Maximum of 65536.&lt;br /&gt;
*Xvel/Yvel/Zvel: RGB values. Range from 0 to 255. Use F8 in 2D mode to edit the values.&lt;br /&gt;
*Transparency: Priority&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
50 (Spot light)&lt;br /&gt;
*Hitag: Light distance. Maximum of 65536.&lt;br /&gt;
*Xvel/Yvel/Zvel: RGB values. Range from 0 to 255. Use F8 in 2D mode to edit the values.&lt;br /&gt;
*Transparency: Priority&lt;br /&gt;
*Angle: Angle&lt;br /&gt;
*Shade: Width&lt;br /&gt;
*Extra: Horiz&lt;br /&gt;
*Owner: Shadow tile projection&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Utilities&amp;diff=8900</id>
		<title>Utilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Utilities&amp;diff=8900"/>
		<updated>2010-03-06T22:49:01Z</updated>

		<summary type="html">&lt;p&gt;The Commander: Roma Loom GRPViewer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When modding EDuke32, there are some files you will need to edit certain aspects of the game.&lt;br /&gt;
Here we will cover the needed programs for each aspect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Group File (.GRP) Editing ==&lt;br /&gt;
.GRP files are basically like a zip file, they hold all of the relevant files for the game, and keep your folders tidy. There are &#039;&#039;numerous&#039;&#039; programs available for use, even some crude extraction and grouping programs came on the Duke3D disc in the goodies directory: &amp;quot;KGROUP&amp;quot; and &amp;quot;KEXTRACT&amp;quot;. While lacking a GUI, they get the job done. There are other programs, which can view art files inside the .GRP, and listen to sound bytes. Other programs include, [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-build/gfs31.zip &amp;quot;Group File Studio&amp;quot;] and Roma Loom&#039;s [http://loomsday.com/?page_id=4 &amp;quot;GRPViewer&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
== Control File (.CON) Editing ==&lt;br /&gt;
.CON files hold most of the important code for the game. To edit the con files, you actually dont need any special programs. Just open the .CON files in your favorite text editor, although [http://www.crimsoneditor.com/ Crimson Editor] is recommended as being one of the best. Special editing programs for writing CON code do exist, though all of them so far have only been developed for use with 1.5 Coding. Therefor, they will cause problems if you try to use Eduke32 exclusive parameters.&lt;br /&gt;
&lt;br /&gt;
== Art File (.ART) Editing ==&lt;br /&gt;
.ART files hold all the raw art data, in a tidy manner. Once again, there are numerous programs available which can edit the .ART files. The most commonly used program is the one that came with Duke Nukem 3d: Editart. Editart still works on most Windows XP computers. Other programs include, [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/bastART.zip &amp;quot;BastART&amp;quot;] and [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/dukeresART.zip &amp;quot;DukeRES&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
== Map (.MAP) Editing ==&lt;br /&gt;
.MAP files are your levels. There arent too many widely used .MAP editors, the most commonly used and recommended one is Mapster32, which comes with Eduke32. The other commonly used one is Jonof&#039;s BUILD, which comes with JFDuke3D. Originally, BUILD from the /Goodies directory on the Duke3D disc was used. Other mapping utilities were made, but are now obsolete, these include &amp;quot;Mapster&amp;quot; and &amp;quot;Makemap&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Palette (.DAT) Editing ==&lt;br /&gt;
The PALETTE.DAT and LOOKUP.DAT files hold the palettes, palettes swaps, and shade tables for the game. This is one of the most loathed and untouched editable features of Duke3D. While incredibly difficult, it can come to good effect. One of the few .PAL editors is the [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/BSUIT01A.ZIP &amp;quot;Build Customization Suite&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
== Animation (.ANM) Editing ==&lt;br /&gt;
.ANM files hold raw .PCX files, which are added together and then played as an animation. In the game these are the animations you see at the end of a boss fight. The sounds for the animations are not included in the .ANM. One of the few .ANM compiling programs is [http://archive.dukertcm.com/knowledge-base/downloads-rtcm/duke3d-tools-editart/anim2pcx.zip &amp;quot;Animation File Maker&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://dukerepository.com/utilities.php Duke Nukem Repository Utility Page]&lt;br /&gt;
* [http://www.gamers.org/pub/games/duke3d/other/build/ Gamers.org Archive Utility Page]&lt;br /&gt;
* [http://archive.dukertcm.com/ R.T.C.M.]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Tutorials&amp;diff=8892</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Tutorials&amp;diff=8892"/>
		<updated>2010-03-05T14:45:39Z</updated>

		<summary type="html">&lt;p&gt;The Commander: Unicode fails on wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are a few basic tutorials which show off some things made possible by EDuke32&#039;s enhanced [[scripting]] system.  Want more examples?  Download one of the many existing EDuke32 mods, open up the CON files and dig in!&lt;br /&gt;
&lt;br /&gt;
==Table of Tutorials==&lt;br /&gt;
&amp;lt;table width=80%  class=wikitable&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th rowspan=1&amp;gt;Name&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th colspan=5&amp;gt;Difficulty Level 1 - 4&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Artificial_Intelligence_101|Artificial Intelligence 101]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Change_the_Loading_Screen_Background|Change the loading screen background]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Value_controlled_rain_code|Control rain on a fine scale]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_display_negative_numbers_with_the_digital_font|Display negative numbers with the digital font]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Eliminate_Shrunk_Enemies_Attacking_Bug|Eliminate the &amp;quot;shrunk enemies attacking&amp;quot; bug]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Enable_and_fix_minibosses|Enable and fix the minibosses]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Improve_The_Third_Person_View_with_Zoom|Improve the third person view with zoom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Limit_the_height_of_the_player&#039;s_jump|Limit/extend the player&#039;s jumping height]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_make_a_health_bar|Make a health bar]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_make_a_clock|Make a in-game clock]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_make_a_sprint_key|Make a sprint key]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_a_Working_Keypad|Make a working keypad]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Shoot_Different_Kinds_of_RPGs|Make actors shoot different types of RPGs]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Make_actor_aim_vertical|Make an actor aim vertically at another]]&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_Controllable_Security_Cameras|Make controllable security cameras]]&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_Models_Pitch|Make models pitch on sloped surfaces]]&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Make_one_actor_face_another|Make one actor face another]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Make_Nightvision_light_rooms|Make the night vision goggles light up darkened areas]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_the_Player_Swim_Like_Modern_FPS|Make the player swim like in a modern FPS]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_the_Screen_Tilt_While_Using_Jetpack|Make the screen tilt while using jetpack]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Prevent_fall_damage_or_falling_death|Prevent damage/death from long falls]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Eliminate_player_self-damage|Prevent players/actors from inflicting self-damage]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;*&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Tutorials&amp;diff=8891</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Tutorials&amp;diff=8891"/>
		<updated>2010-03-05T14:42:40Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are a few basic tutorials which show off some things made possible by EDuke32&#039;s enhanced [[scripting]] system.  Want more examples?  Download one of the many existing EDuke32 mods, open up the CON files and dig in!&lt;br /&gt;
&lt;br /&gt;
==Table of Tutorials==&lt;br /&gt;
&amp;lt;table width=80%  class=wikitable&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th rowspan=1&amp;gt;Name&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th colspan=5&amp;gt;Difficulty Level 1 - 4&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Artificial_Intelligence_101|Artificial Intelligence 101]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Change_the_Loading_Screen_Background|Change the loading screen background]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Value_controlled_rain_code|Control rain on a fine scale]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_display_negative_numbers_with_the_digital_font|Display negative numbers with the digital font]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Eliminate_Shrunk_Enemies_Attacking_Bug|Eliminate the &amp;quot;shrunk enemies attacking&amp;quot; bug]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Enable_and_fix_minibosses|Enable and fix the minibosses]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Improve_The_Third_Person_View_with_Zoom|Improve the third person view with zoom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Limit_the_height_of_the_player&#039;s_jump|Limit/extend the player&#039;s jumping height]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_make_a_health_bar|Make a health bar]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_make_a_clock|Make a in-game clock]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_make_a_sprint_key|Make a sprint key]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_a_Working_Keypad|Make a working keypad]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Shoot_Different_Kinds_of_RPGs|Make actors shoot different types of RPGs]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Make_actor_aim_vertical|Make an actor aim vertically at another]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_Controllable_Security_Cameras|Make controllable security cameras]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_Models_Pitch|Make models pitch on sloped surfaces]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Make_one_actor_face_another|Make one actor face another]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Make_Nightvision_light_rooms|Make the night vision goggles light up darkened areas]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_the_Player_Swim_Like_Modern_FPS|Make the player swim like in a modern FPS]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_the_Screen_Tilt_While_Using_Jetpack|Make the screen tilt while using jetpack]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Prevent_fall_damage_or_falling_death|Prevent damage/death from long falls]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Eliminate_player_self-damage|Prevent players/actors from inflicting self-damage]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=User_talk:The_Commander&amp;diff=8890</id>
		<title>User talk:The Commander</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=User_talk:The_Commander&amp;diff=8890"/>
		<updated>2010-03-05T14:29:49Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;tried&amp;quot; not tired. Shows how tired I must be now. heh - The Commander&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Tutorials&amp;diff=8889</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Tutorials&amp;diff=8889"/>
		<updated>2010-03-05T14:27:40Z</updated>

		<summary type="html">&lt;p&gt;The Commander: A new Table, I tired to base the difficulty on the amount and level of code involved.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are a few basic tutorials which show off some things made possible by EDuke32&#039;s enhanced [[scripting]] system.  Want more examples?  Download one of the many existing EDuke32 mods, open up the CON files and dig in!&lt;br /&gt;
&lt;br /&gt;
==Table of Tutorials==&lt;br /&gt;
&amp;lt;table width=80%  class=wikitable&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th rowspan=1&amp;gt;Name&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;th colspan=5&amp;gt;Difficulty Level 1 - 4&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Artificial_Intelligence_101|Artificial Intelligence 101]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Change_the_Loading_Screen_Background|Change the loading screen background]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Value_controlled_rain_code|Control rain on a fine scale]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_display_negative_numbers_with_the_digital_font|Display negative numbers with the digital font]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Eliminate_Shrunk_Enemies_Attacking_Bug|Eliminate the &amp;quot;shrunk enemies attacking&amp;quot; bug]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Enable_and_fix_minibosses|Enable and fix the minibosses]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Improve_The_Third_Person_View_with_Zoom|Improve the third person view with zoom]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Limit_the_height_of_the_player&#039;s_jump|Limit/extend the player&#039;s jumping height]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_make_a_health_bar|Make a health bar]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_make_a_clock|Make a in-game clock]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_make_a_sprint_key|Make a sprint key]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_a_Working_Keypad|Make a working keypad]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Shoot_Different_Kinds_of_RPGs|Make actors shoot different types of RPGs]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Make_actor_aim_vertical|Make an actor aim vertically at another]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_Controllable_Security_Cameras|Make controllable security cameras]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_Models_Pitch|Make models pitch on sloped surfaces]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Make_one_actor_face_another|Make one actor face another]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Make_Nightvision_light_rooms|Make the night vision goggles light up darkened areas]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_the_Player_Swim_Like_Modern_FPS|Make the player swim like in a modern FPS]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[How_to_Make_the_Screen_Tilt_While_Using_Jetpack|Make the screen tilt while using jetpack]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Prevent_fall_damage_or_falling_death|Prevent damage/death from long falls]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr align=center&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Eliminate_player_self-damage|Prevent players/actors from inflicting self-damage]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Multiplayer&amp;diff=8888</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Multiplayer&amp;diff=8888"/>
		<updated>2010-03-05T12:33:57Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We can list servers here in future when Server/Client is more stable. :)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=wikitable width=100%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Server Name&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Max Players&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;IP:Port&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;IRC Server/Channel&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[EDuke32|EDuke32]]&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;123.456.78.90:23513&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;irc://irc.freenode.net/eduke32&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[last_pissed_time|last_pissed_time]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;123.456.7.890:23513&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[fraggedself|fraggedself]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;123.456.7.890:23513&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Multiplayer&amp;diff=8887</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Multiplayer&amp;diff=8887"/>
		<updated>2010-03-05T12:31:59Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We can list servers here in future when Server/Client is ready. :)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=wikitable width=100%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Server Name&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Max Players&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;IP:Port&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;IRC Server/Channel&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[EDuke32|EDuke32]]&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;123.456.78.90:23513&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;irc://irc.freenode.net/eduke32&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[last_pissed_time|last_pissed_time]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;123.456.7.890:23513&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[fraggedself|fraggedself]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;123.456.7.890:23513&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Multiplayer&amp;diff=8886</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Multiplayer&amp;diff=8886"/>
		<updated>2010-03-05T12:31:18Z</updated>

		<summary type="html">&lt;p&gt;The Commander: I think this is a simple and plain looking template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We can list servers here in future when Server/Client is ready. :)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=wikitable width=100%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Server Name&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Max Players&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;IP:Port&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;IRC Server/Channel&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[EDuke32|EDuke32]]&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;123.456.78.90:23513&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;irc://irc.freenode.net/eduke32&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[last_pissed_time|last_pissed_time]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;123.456.7.890:23513&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[fraggedself|fraggedself]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;123.456.7.890:23513&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Members_of_the_player_structure&amp;diff=8884</id>
		<title>Members of the player structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Members_of_the_player_structure&amp;diff=8884"/>
		<updated>2010-03-03T01:25:05Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The various members of the player structure affect various aspects of the player, and manipulating their values is a very important aspect of scripting in EDuke32.  Values can be retrieved from the game&#039;s internal player structures and stored in a [[gamevar]] with the [[getplayer]] command, and the [[setplayer]] command allows you to set any of the player structure member&#039;s value to that of a gamevar.&lt;br /&gt;
&lt;br /&gt;
Here is the list of members of the player structure:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;&amp;quot;&amp;gt;&lt;br /&gt;
*[[access_incs]]&lt;br /&gt;
*[[access_spritenum]]&lt;br /&gt;
*[[access_wallnum]]&lt;br /&gt;
*[[actors_killed]]&lt;br /&gt;
*[[actorsqu]]&lt;br /&gt;
*[[aim_mode]]&lt;br /&gt;
*[[airleft]]&lt;br /&gt;
*[[ammo_amount]]&lt;br /&gt;
*[[ang]]&lt;br /&gt;
*[[angvel]]&lt;br /&gt;
*[[auto_aim]]&lt;br /&gt;
*[[bobcounter]]&lt;br /&gt;
*[[bobposx]]&lt;br /&gt;
*[[bobposy]]&lt;br /&gt;
*[[boot_amount]]&lt;br /&gt;
*[[buttonpalette]]&lt;br /&gt;
*[[cheat_phase]]&lt;br /&gt;
*[[crack_time]]&lt;br /&gt;
*[[curr_weapon]]&lt;br /&gt;
*[[cursectnum]]&lt;br /&gt;
*[[customexitsound]]&lt;br /&gt;
*[[dead_flag]]&lt;br /&gt;
*[[dummyplayersprite]]&lt;br /&gt;
*[[exitx]][1]&lt;br /&gt;
*[[exity]][1]&lt;br /&gt;
*[[extra_extra8]]&lt;br /&gt;
*[[falling_counter]]&lt;br /&gt;
*[[firstaid_amount]]&lt;br /&gt;
*[[fist_incs]]&lt;br /&gt;
*[[footprintcount]]&lt;br /&gt;
*[[footprintpal]]&lt;br /&gt;
*[[footprintshade]]&lt;br /&gt;
*[[frag]]&lt;br /&gt;
*[[frag_ps]]&lt;br /&gt;
*[[fraggedself]]&lt;br /&gt;
*[[fta]]&lt;br /&gt;
*[[ftq]]&lt;br /&gt;
*[[gm]]&lt;br /&gt;
*[[got_access]]&lt;br /&gt;
*[[gotweapon]]&lt;br /&gt;
*[[hard_landing]]&lt;br /&gt;
*[[hbomb_hold_delay]]&lt;br /&gt;
*[[hbomb_on]]&lt;br /&gt;
*[[heat_amount]]&lt;br /&gt;
*[[heat_on]]&lt;br /&gt;
*[[holoduke_amount]]&lt;br /&gt;
*[[holoduke_on]]&lt;br /&gt;
*[[holster_weapon]]&lt;br /&gt;
*[[horiz]]&lt;br /&gt;
*[[horizoff]]&lt;br /&gt;
*[[hurt_delay]]&lt;br /&gt;
*[[i]]&lt;br /&gt;
*[[interface_toggle_flag]]&lt;br /&gt;
*[[invdisptime]]&lt;br /&gt;
*[[inven_icon]]&lt;br /&gt;
*[[jetpack_amount]]&lt;br /&gt;
*[[jetpack_on]]&lt;br /&gt;
*[[jumping_counter]]&lt;br /&gt;
*[[jumping_toggle]]&lt;br /&gt;
*[[kickback_pic]]&lt;br /&gt;
*[[knee_incs]]&lt;br /&gt;
*[[knuckle_incs]]&lt;br /&gt;
*[[last_extra]]&lt;br /&gt;
*[[last_full_weapon]]&lt;br /&gt;
*[[last_quick_kick]]&lt;br /&gt;
*[[last_pissed_time]]&lt;br /&gt;
*[[last_weapon]]&lt;br /&gt;
*[[lastrandomspot]][1]&lt;br /&gt;
*[[loogcnt]]&lt;br /&gt;
*[[loogiex]]&lt;br /&gt;
*[[loogiey]]&lt;br /&gt;
*[[look_ang]]&lt;br /&gt;
*[[max_actors_killed]]&lt;br /&gt;
*[[max_ammo_amount]]&lt;br /&gt;
*[[max_player_health]]&lt;br /&gt;
*[[max_secret_rooms]]&lt;br /&gt;
*[[max_shield_amount]]&lt;br /&gt;
*[[movement_lock]]&lt;br /&gt;
*[[name]][2]&lt;br /&gt;
*[[newowner]]&lt;br /&gt;
*[[numloogs]]&lt;br /&gt;
*[[oang]]&lt;br /&gt;
*[[ohoriz]]&lt;br /&gt;
*[[ohorizoff]]&lt;br /&gt;
*[[on_crane]]&lt;br /&gt;
*[[on_ground]]&lt;br /&gt;
*[[on_warping_sector]]&lt;br /&gt;
*[[one_eighty_count]]&lt;br /&gt;
*[[one_parallax_sectnum]]&lt;br /&gt;
*[[oposx]]&lt;br /&gt;
*[[oposy]]&lt;br /&gt;
*[[oposz]]&lt;br /&gt;
*[[opyoff]]&lt;br /&gt;
*[[over_shoulder_on]]&lt;br /&gt;
*[[palette]][2]&lt;br /&gt;
*[[palookup]]&lt;br /&gt;
*[[pals]]&lt;br /&gt;
*[[pals_time]]&lt;br /&gt;
*[[player_par]]&lt;br /&gt;
*[[posx]]&lt;br /&gt;
*[[posxv]]&lt;br /&gt;
*[[posy]]&lt;br /&gt;
*[[posyv]]&lt;br /&gt;
*[[posz]]&lt;br /&gt;
*[[poszv]]&lt;br /&gt;
*[[pycount]]&lt;br /&gt;
*[[pyoff]]&lt;br /&gt;
*[[quick_kick]]&lt;br /&gt;
*[[random_club_frame]]&lt;br /&gt;
*[[randomflamex]][1]&lt;br /&gt;
*[[rapid_fire_hold]]&lt;br /&gt;
*[[refresh_inventory]]&lt;br /&gt;
*[[reloading]]&lt;br /&gt;
*[[return_to_center]]&lt;br /&gt;
*[[rotscrnang]]&lt;br /&gt;
*[[runspeed]]&lt;br /&gt;
*[[sbs]]&lt;br /&gt;
*[[scream_voice]]&lt;br /&gt;
*[[scuba_amount]]&lt;br /&gt;
*[[scuba_on]]&lt;br /&gt;
*[[secret_rooms]]&lt;br /&gt;
*[[shield_amount]]&lt;br /&gt;
*[[show_empty_weapon]]&lt;br /&gt;
*[[somethingonplayer]]&lt;br /&gt;
*[[sound_pitch]]&lt;br /&gt;
*[[spritebridge]]&lt;br /&gt;
*[[steroids_amount]]&lt;br /&gt;
*[[subweapon]]&lt;br /&gt;
*[[team]]&lt;br /&gt;
*[[timebeforeexit]]&lt;br /&gt;
*[[tipincs]]&lt;br /&gt;
*[[toggle_key_flag]]&lt;br /&gt;
*[[transporter_hold]]&lt;br /&gt;
*[[truefz]]&lt;br /&gt;
*[[truecz]]&lt;br /&gt;
*[[visibility]]&lt;br /&gt;
*[[wackedbyactor]]&lt;br /&gt;
*[[walking_snd_toggle]]&lt;br /&gt;
*[[wantweaponfire]]&lt;br /&gt;
*[[weapon_ang]]&lt;br /&gt;
*[[weapon_pos]]&lt;br /&gt;
*[[weapon_sway]]&lt;br /&gt;
*[[weaponswitch]]&lt;br /&gt;
*[[weaprecs]][2]&lt;br /&gt;
*[[weapreccnt]]&lt;br /&gt;
*[[zoom]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[1] Unused members. The game doesn&#039;t use them.&amp;lt;br&amp;gt;&lt;br /&gt;
[2] Unavailable members. There is no access to them via CON.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player manipulation]]&lt;br /&gt;
[[Category:Structure member documentation]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Members_of_the_userdef_structure&amp;diff=8883</id>
		<title>Members of the userdef structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Members_of_the_userdef_structure&amp;diff=8883"/>
		<updated>2010-03-03T01:15:19Z</updated>

		<summary type="html">&lt;p&gt;The Commander: Added a couple of structs that were not listed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;&amp;quot;&amp;gt;&lt;br /&gt;
*[[althud]]&lt;br /&gt;
*[[angleinterpolation]]&lt;br /&gt;
*[[automsg]]&lt;br /&gt;
*[[auto_run]]&lt;br /&gt;
*[[autovote]]&lt;br /&gt;
*[[brightness]]&lt;br /&gt;
*[[camerasprite]]&lt;br /&gt;
*[[camera_time]]&lt;br /&gt;
*[[cashman]]&lt;br /&gt;
*[[clipping]]&lt;br /&gt;
*[[color]]&lt;br /&gt;
*[[const_visibility]]&lt;br /&gt;
*[[coop]]&lt;br /&gt;
*[[coords]]&lt;br /&gt;
*[[crosshair]]&lt;br /&gt;
*[[crosshairscale]]&lt;br /&gt;
*[[deathmsgs]]&lt;br /&gt;
*[[democams]]&lt;br /&gt;
*[[detail]]&lt;br /&gt;
*[[display_bonus_screen]]&lt;br /&gt;
*[[drawweapon]]&lt;br /&gt;
*[[entered_name]]&lt;br /&gt;
*[[eog]]&lt;br /&gt;
*[[executions]]&lt;br /&gt;
*[[ffire]]&lt;br /&gt;
*[[fola]]&lt;br /&gt;
*[[folavel]]&lt;br /&gt;
*[[folfvel]]&lt;br /&gt;
*[[folx]]&lt;br /&gt;
*[[foly]]&lt;br /&gt;
*[[from_bonus]]&lt;br /&gt;
*[[fta_on]]&lt;br /&gt;
*[[god]]&lt;br /&gt;
*[[idplayers]]&lt;br /&gt;
*[[last_camsprite]]&lt;br /&gt;
*[[last_level]]&lt;br /&gt;
*[[last_overhead]]&lt;br /&gt;
*[[level_number]]&lt;br /&gt;
*[[levelstats]]&lt;br /&gt;
*[[lockout]]&lt;br /&gt;
*[[marker]]&lt;br /&gt;
*[[m_coop]]&lt;br /&gt;
*[[m_ffire]]&lt;br /&gt;
*[[m_level_number]]&lt;br /&gt;
*[[m_marker]]&lt;br /&gt;
*[[m_monsters_off]]&lt;br /&gt;
*[[m_noexits]]&lt;br /&gt;
*[[monsters_off]]&lt;br /&gt;
*[[mouseaiming]]&lt;br /&gt;
*[[mouseflip]]&lt;br /&gt;
*[[m_player_skill]]&lt;br /&gt;
*[[m_recstat]]&lt;br /&gt;
*[[m_respawn_inventory]]&lt;br /&gt;
*[[m_respawn_items]]&lt;br /&gt;
*[[m_respawn_monsters]]&lt;br /&gt;
*[[msgdisptime]]&lt;br /&gt;
*[[multimode]]&lt;br /&gt;
*[[m_volume_number]]&lt;br /&gt;
*[[noexits]]&lt;br /&gt;
*[[obituaries]]&lt;br /&gt;
*[[overhead_on]]&lt;br /&gt;
*[[pause_on]]&lt;br /&gt;
*[[playerai]]&lt;br /&gt;
*[[player_skill]]&lt;br /&gt;
*[[pwlockout]]&lt;br /&gt;
*[[reccnt]]&lt;br /&gt;
*[[recstat]]&lt;br /&gt;
*[[respawn_inventory]]&lt;br /&gt;
*[[respawn_items]]&lt;br /&gt;
*[[respawn_monsters]]&lt;br /&gt;
*[[ridecule]]&lt;br /&gt;
*[[rtsname;]]&lt;br /&gt;
*[[savegame]]&lt;br /&gt;
*[[screen_size]]&lt;br /&gt;
*[[screen_tilting]]&lt;br /&gt;
*[[scrollmode]]&lt;br /&gt;
*[[secretlevel]]&lt;br /&gt;
*[[shadows]]&lt;br /&gt;
*[[showallmap]]&lt;br /&gt;
*[[show_help]]&lt;br /&gt;
*[[show_level_text]]&lt;br /&gt;
*[[showweapons]]&lt;br /&gt;
*[[statusbarmode]]&lt;br /&gt;
*[[statusbarscale]]&lt;br /&gt;
*[[team]]&lt;br /&gt;
*[[textscale]]&lt;br /&gt;
*[[tickrate]]&lt;br /&gt;
*[[user_name]]&lt;br /&gt;
*[[uw_framerate]]&lt;br /&gt;
*[[viewbob]]&lt;br /&gt;
*[[volume_number]]&lt;br /&gt;
*[[warp_on]]&lt;br /&gt;
*[[wchoice]]&lt;br /&gt;
*[[weaponscale]]&lt;br /&gt;
*[[weaponsway]]&lt;br /&gt;
*[[weaponswitch]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Structure member documentation]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Textscale&amp;diff=8882</id>
		<title>Textscale</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Textscale&amp;diff=8882"/>
		<updated>2010-03-02T23:19:30Z</updated>

		<summary type="html">&lt;p&gt;The Commander: Created page with &amp;#039;This sets the text scale of the four line long text buffer that multiplayer kill/death messages and player talk is displayed in.   Default ranges from 100 to 400 and increments i...&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This sets the text scale of the four line long text buffer that multiplayer kill/death messages and player talk is displayed in. &lt;br /&gt;
&lt;br /&gt;
Default ranges from 100 to 400 and increments in a value of 50, 100 150 200 etc.&lt;br /&gt;
&lt;br /&gt;
[[Category:Userdef structure members]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Members_of_the_userdef_structure&amp;diff=8881</id>
		<title>Members of the userdef structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Members_of_the_userdef_structure&amp;diff=8881"/>
		<updated>2010-03-02T23:08:37Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;&amp;quot;&amp;gt;&lt;br /&gt;
*[[althud]]&lt;br /&gt;
*[[angleinterpolation]]&lt;br /&gt;
*[[automsg]]&lt;br /&gt;
*[[auto_run]]&lt;br /&gt;
*[[autovote]]&lt;br /&gt;
*[[brightness]]&lt;br /&gt;
*[[camerasprite]]&lt;br /&gt;
*[[camera_time]]&lt;br /&gt;
*[[cashman]]&lt;br /&gt;
*[[clipping]]&lt;br /&gt;
*[[color]]&lt;br /&gt;
*[[const_visibility]]&lt;br /&gt;
*[[coop]]&lt;br /&gt;
*[[coords]]&lt;br /&gt;
*[[crosshair]]&lt;br /&gt;
*[[crosshairscale]]&lt;br /&gt;
*[[deathmsgs]]&lt;br /&gt;
*[[democams]]&lt;br /&gt;
*[[detail]]&lt;br /&gt;
*[[display_bonus_screen]]&lt;br /&gt;
*[[drawweapon]]&lt;br /&gt;
*[[entered_name]]&lt;br /&gt;
*[[eog]]&lt;br /&gt;
*[[executions]]&lt;br /&gt;
*[[ffire]]&lt;br /&gt;
*[[fola]]&lt;br /&gt;
*[[folavel]]&lt;br /&gt;
*[[folfvel]]&lt;br /&gt;
*[[folx]]&lt;br /&gt;
*[[foly]]&lt;br /&gt;
*[[from_bonus]]&lt;br /&gt;
*[[fta_on]]&lt;br /&gt;
*[[god]]&lt;br /&gt;
*[[idplayers]]&lt;br /&gt;
*[[last_camsprite]]&lt;br /&gt;
*[[last_level]]&lt;br /&gt;
*[[last_overhead]]&lt;br /&gt;
*[[level_number]]&lt;br /&gt;
*[[levelstats]]&lt;br /&gt;
*[[lockout]]&lt;br /&gt;
*[[marker]]&lt;br /&gt;
*[[m_coop]]&lt;br /&gt;
*[[m_ffire]]&lt;br /&gt;
*[[m_level_number]]&lt;br /&gt;
*[[m_marker]]&lt;br /&gt;
*[[m_monsters_off]]&lt;br /&gt;
*[[m_noexits]]&lt;br /&gt;
*[[monsters_off]]&lt;br /&gt;
*[[mouseaiming]]&lt;br /&gt;
*[[mouseflip]]&lt;br /&gt;
*[[m_player_skill]]&lt;br /&gt;
*[[m_recstat]]&lt;br /&gt;
*[[m_respawn_inventory]]&lt;br /&gt;
*[[m_respawn_items]]&lt;br /&gt;
*[[m_respawn_monsters]]&lt;br /&gt;
*[[msgdisptime]]&lt;br /&gt;
*[[multimode]]&lt;br /&gt;
*[[m_volume_number]]&lt;br /&gt;
*[[noexits]]&lt;br /&gt;
*[[obituaries]]&lt;br /&gt;
*[[overhead_on]]&lt;br /&gt;
*[[pause_on]]&lt;br /&gt;
*[[playerai]]&lt;br /&gt;
*[[player_skill]]&lt;br /&gt;
*[[pwlockout]]&lt;br /&gt;
*[[reccnt]]&lt;br /&gt;
*[[recstat]]&lt;br /&gt;
*[[respawn_inventory]]&lt;br /&gt;
*[[respawn_items]]&lt;br /&gt;
*[[respawn_monsters]]&lt;br /&gt;
*[[ridecule]]&lt;br /&gt;
*[[rtsname;]]&lt;br /&gt;
*[[savegame]]&lt;br /&gt;
*[[screen_size]]&lt;br /&gt;
*[[screen_tilting]]&lt;br /&gt;
*[[scrollmode]]&lt;br /&gt;
*[[secretlevel]]&lt;br /&gt;
*[[shadows]]&lt;br /&gt;
*[[showallmap]]&lt;br /&gt;
*[[show_help]]&lt;br /&gt;
*[[showweapons]]&lt;br /&gt;
*[[statusbarmode]]&lt;br /&gt;
*[[statusbarscale]]&lt;br /&gt;
*[[team]]&lt;br /&gt;
*[[textscale]]&lt;br /&gt;
*[[tickrate]]&lt;br /&gt;
*[[user_name]]&lt;br /&gt;
*[[uw_framerate]]&lt;br /&gt;
*[[viewbob]]&lt;br /&gt;
*[[volume_number]]&lt;br /&gt;
*[[warp_on]]&lt;br /&gt;
*[[wchoice]]&lt;br /&gt;
*[[weaponsway]]&lt;br /&gt;
*[[weaponswitch]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Structure member documentation]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Main_Page&amp;diff=8869</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Main_Page&amp;diff=8869"/>
		<updated>2010-02-23T04:20:17Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
Welcome to EDukeWiki!  This wiki serves to provide the most accurate and complete source of [[EDuke32]] documentation on the Internet.&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;66%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color: #f8f8ff; border: 2px solid #dddddd; border-right: none; padding: 0.6em;&amp;quot; |&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;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color: #f8f8ff; border: none; border-right: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Using EDuke32=== &lt;br /&gt;
* [[Installation and configuration]]&lt;br /&gt;
* [[Multiplayer]]&lt;br /&gt;
* [[Configuration file options]]&lt;br /&gt;
* [[Command line options]]&lt;br /&gt;
* [[Console commands]] &lt;br /&gt;
* [[Frequently Asked Questions]] &lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Building EDuke32 From Source===&lt;br /&gt;
* [[Building EDuke32 on Windows]]&lt;br /&gt;
* [[Building EDuke32 on Linux]] &lt;br /&gt;
* [http://www.spam-filter.de/osx/eduke32_on_os_x Building EDuke32 on OS X]&lt;br /&gt;
* [[APT repository | APT repository for Debian / Ubuntu]]&lt;br /&gt;
&lt;br /&gt;
|}&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;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color: #f8f8ff; border: none; border-right: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Editing &amp;amp; Modding EDuke32=== &lt;br /&gt;
* [[Scripting|Scripting using CON files]] &lt;br /&gt;
* [[Tutorials|CON script tutorials and examples]] &lt;br /&gt;
* [[DEF Language|Engine content definition language]]&lt;br /&gt;
* [[Maphack Language|Maphack level adjustments]]&lt;br /&gt;
* [[Level editing|Editing levels with Mapster32]] &lt;br /&gt;
* [[Utilities|Utilities for use with EDuke32]]&lt;br /&gt;
* [[EDuke32 Modifications|Index of existing EDuke32 mods]]&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===External Links=== &lt;br /&gt;
* [http://forums.duke4.net/index.php?showforum=26 Official EDuke32 Discussion Forum]&lt;br /&gt;
* [irc://irc.freenode.net/eduke32 #eduke32 on irc.freenode.net]&lt;br /&gt;
* [http://infosuite.dukerepository.com/ The Duke Nukem 3D Informational Suite]&lt;br /&gt;
* [http://www.moddb.com/engines/eduke32/ EDuke32 on Mod DB]&lt;br /&gt;
* [http://dukeworld.duke4.net/eduke32/synthesis/ EDuke32 Synthesis Builds]&lt;br /&gt;
* [http://hendricks266.duke4.net/eduke32/ EDuke32 Build Mirror]&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: 2px solid #dddddd; border-left: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
[[Image:Title_screen.png|right]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please remember that EDukeWiki is a community project.  It relies on content contributed by users such as yourself in order to stay alive and continue to be useful.  It is the responsibility of users like you to not only make sure that the documentation here is both accurate and relevant to current version of [[EDuke32]], but to also help reverse any vandalism you see.  Thank you for your contributions and for helping to keep our wiki friendly and clean of vandalism and spam!&lt;br /&gt;
&lt;br /&gt;
This wiki is supported by [http://www.plagman.net Plagman]&#039;s ongoing donation of server hosting, by our sponsored links, and by purchases of games from [http://www.gog.com/en/frontpage/pp/6c1e671f9af5b46d9c1a52067bdf0e53685674f7 gog.com] by accounts registered through our banners.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t yet own &#039;&#039;Duke Nukem 3D: Atomic Edition&#039;&#039;, [http://www.gog.com/en/gamecard/duke_nukem_3d_atomic_edition/pp/6c1e671f9af5b46d9c1a52067bdf0e53685674f7 buy it now for $5.99!]&lt;br /&gt;
&lt;br /&gt;
In fact, [http://www.gog.com/en/frontpage/pp/6c1e671f9af5b46d9c1a52067bdf0e53685674f7 check out gog.com] even if you already own Duke; if you&#039;re reading this wiki, chances are you&#039;re interested in other classic games, of which gog.com has plenty available for quick download at unbeatable prices.  They even have a few things you can snag for free.  Give &#039;em a try!&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Weaponswitch&amp;diff=8866</id>
		<title>Weaponswitch</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Weaponswitch&amp;diff=8866"/>
		<updated>2010-02-22T14:23:09Z</updated>

		<summary type="html">&lt;p&gt;The Commander: But this works.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[bitfield]]&lt;br /&gt;
&lt;br /&gt;
1 = switch to weapon on pickup&lt;br /&gt;
&lt;br /&gt;
2 = switch away when out of ammo&lt;br /&gt;
&lt;br /&gt;
Setting the variable to zero will disable automatic weapon switching.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 setplayer[THISACTOR].weaponswitch 0&lt;br /&gt;
&lt;br /&gt;
[[Category:Bitfields]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Weaponswitch&amp;diff=8865</id>
		<title>Weaponswitch</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Weaponswitch&amp;diff=8865"/>
		<updated>2010-02-22T14:11:34Z</updated>

		<summary type="html">&lt;p&gt;The Commander: This was actually wrong.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[bitfield]]&lt;br /&gt;
&lt;br /&gt;
1 = switch to weapon on pickup&lt;br /&gt;
&lt;br /&gt;
2 = switch away when out of ammo&lt;br /&gt;
&lt;br /&gt;
[[Category:Bitfields]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Weaponswitch&amp;diff=8864</id>
		<title>Weaponswitch</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Weaponswitch&amp;diff=8864"/>
		<updated>2010-02-22T13:44:41Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[bitfield]]&lt;br /&gt;
&lt;br /&gt;
1 = switch to weapon on pickup&lt;br /&gt;
&lt;br /&gt;
2 = switch away when out of ammo&lt;br /&gt;
&lt;br /&gt;
Setting the variable to any non-zero value will disable automatic weapon switching.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 setuserdef[THISACTOR].weaponswitch -1&lt;br /&gt;
&lt;br /&gt;
[[Category:Bitfields]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Weaponswitch&amp;diff=8863</id>
		<title>Weaponswitch</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Weaponswitch&amp;diff=8863"/>
		<updated>2010-02-22T13:41:10Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[bitfield]]&lt;br /&gt;
&lt;br /&gt;
1 = switch to weapon on pickup&lt;br /&gt;
&lt;br /&gt;
2 = switch away when out of ammo&lt;br /&gt;
&lt;br /&gt;
Setting the gamevar to any non-zero value to disable weapon switching.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 setuserdef[THISACTOR].weaponswitch -1&lt;br /&gt;
&lt;br /&gt;
[[Category:Bitfields]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Main_Page&amp;diff=8862</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Main_Page&amp;diff=8862"/>
		<updated>2010-02-22T12:01:03Z</updated>

		<summary type="html">&lt;p&gt;The Commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
Welcome to EDukeWiki!  This wiki serves to provide the most accurate and complete source of [[EDuke32]] documentation on the Internet.&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;66%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color: #f8f8ff; border: 2px solid #dddddd; border-right: none; padding: 0.6em;&amp;quot; |&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;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color: #f8f8ff; border: none; border-right: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Using EDuke32=== &lt;br /&gt;
* [[Installation and configuration]]&lt;br /&gt;
* [[Multiplayer]]&lt;br /&gt;
* [[Configuration file options]]&lt;br /&gt;
* [[Command line options]]&lt;br /&gt;
* [[Console commands]] &lt;br /&gt;
* [[Frequently Asked Questions]] &lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Building EDuke32 From Source===&lt;br /&gt;
* [[Building EDuke32 on Windows]]&lt;br /&gt;
* [[Building EDuke32 on Linux]] &lt;br /&gt;
* [http://www.spam-filter.de/osx/eduke32_on_os_x Building EDuke32 on OS X]&lt;br /&gt;
* [[APT repository | APT repository for Debian / Ubuntu]]&lt;br /&gt;
&lt;br /&gt;
|}&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;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color: #f8f8ff; border: none; border-right: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Editing &amp;amp; Modding EDuke32=== &lt;br /&gt;
* [[Scripting|Scripting using CON files]] &lt;br /&gt;
* [[Tutorials|CON script tutorials and examples]] &lt;br /&gt;
* [[DEF Language|Engine content definition language]]&lt;br /&gt;
* [[Maphack Language|Maphack level adjustments]]&lt;br /&gt;
* [[Level editing|Editing levels with Mapster32]] &lt;br /&gt;
* [[Utilities|Utilities for use with EDuke32]]&lt;br /&gt;
* [[EDuke32 Modifications|Index of existing EDuke32 mods]]&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===External Links=== &lt;br /&gt;
* [http://forums.duke4.net/index.php?showforum=26 Official EDuke32 Discussion Forum]&lt;br /&gt;
* [irc://irc.freenode.net/eduke32 #eduke32 on irc.freenode.net]&lt;br /&gt;
* [http://infosuite.dukerepository.com/ The Duke Nukem 3D Informational Suite]&lt;br /&gt;
* [http://www.moddb.com/engines/eduke32/ EDuke32 on Mod DB]&lt;br /&gt;
* [http://dukeworld.duke4.net/eduke32/synthesis/ EDuke32 Synthesis Builds]&lt;br /&gt;
&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: 2px solid #dddddd; border-left: none; padding: 0.6em;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
[[Image:Title_screen.png|right]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please remember that EDukeWiki is a community project.  It relies on content contributed by users such as yourself in order to stay alive and continue to be useful.  It is the responsibility of users like you to not only make sure that the documentation here is both accurate and relevant to current version of [[EDuke32]], but to also help reverse any vandalism you see.  Thank you for your contributions and for helping to keep our wiki friendly and clean of vandalism and spam!&lt;br /&gt;
&lt;br /&gt;
This wiki is supported by [http://www.plagman.net Plagman]&#039;s ongoing donation of server hosting, by our sponsored links, and by purchases of games from [http://www.gog.com/en/frontpage/pp/6c1e671f9af5b46d9c1a52067bdf0e53685674f7 gog.com] by accounts registered through our banners.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t yet own &#039;&#039;Duke Nukem 3D: Atomic Edition&#039;&#039;, [http://www.gog.com/en/gamecard/duke_nukem_3d_atomic_edition/pp/6c1e671f9af5b46d9c1a52067bdf0e53685674f7 buy it now for $5.99!]&lt;br /&gt;
&lt;br /&gt;
In fact, [http://www.gog.com/en/frontpage/pp/6c1e671f9af5b46d9c1a52067bdf0e53685674f7 check out gog.com] even if you already own Duke; if you&#039;re reading this wiki, chances are you&#039;re interested in other classic games, of which gog.com has plenty available for quick download at unbeatable prices.  They even have a few things you can snag for free.  Give &#039;em a try!&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Frequently_Asked_Questions&amp;diff=8861</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Frequently_Asked_Questions&amp;diff=8861"/>
		<updated>2010-02-14T03:24:10Z</updated>

		<summary type="html">&lt;p&gt;The Commander: Fixed typos that Mr Spelling Bee Hendricks 266 didn&amp;#039;t catch. ;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Q: Where can I get a copy of &#039;&#039;Duke Nukem 3D&#039;&#039; to run EDuke32?&#039;&#039;&#039;&lt;br /&gt;
:A: Just click the &#039;&#039;&#039;gog.com&#039;&#039;&#039; banner to the left, where you can download the full, registered version of &#039;&#039;Duke Nukem 3D: Atomic Edition&#039;&#039; for the low price of &#039;&#039;&#039;$5.99&#039;&#039;&#039;!  Alternatively, you can use the [ftp://ftp.3drealms.com/share/3dduke13.zip one episode shareware version] which is available from 3D Realms for free. While the source code to &#039;&#039;Duke Nukem 3D&#039;&#039; has been released to the public under the [http://www.gnu.org/licenses/gpl-2.0.txt GNU General Public License], the game&#039;s content (artwork, sounds, maps, et cetera) remains a commercial product.  DO NOT post anywhere or ask anybody at all about where to acquire this game illegally.  Support 3D Realms for making the most awesome game ever and don&#039;t be a pirate, yarrr!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: When launching EDuke32, I get an error about a missing file called &#039;GAME.CON&#039; or &#039;EDUKE.CON&#039;.  Help!&#039;&#039;&#039;&lt;br /&gt;
:A: It would appear that you haven&#039;t placed a copy of &#039;DUKE3D.GRP&#039; from your &#039;&#039;Duke Nukem 3D&#039;&#039; or &#039;&#039;Duke Nukem 3D: Atomic Edition&#039;&#039; CD into your EDuke32 directory.  Once you place &#039;DUKE3D.GRP&#039; into the same directory as &#039;eduke32.exe&#039;, the game should launch and run fine.  You may also use the shareware version&#039;s &#039;DUKE3D.GRP&#039; as well.  If you&#039;re sure you&#039;ve put &#039;DUKE3D.GRP&#039; in the right place but you still get this error, your GRP file is likely corrupt and will need to be re-copied off of your CD.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gametab.png|frame|Here is a picture of what the startup window looks like with several different GRP files available and the DukePlus mod selected.  Note that the shareware version and the original, non-&#039;&#039;Atomic Edition&#039;&#039; version of the game have both had their GRP files renamed; all versions of &#039;&#039;Duke Nukem 3D&#039;&#039; ship with a GRP file named &#039;DUKE3D.GRP&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: What is the &#039;Game&#039; section of the startup screen used for?&#039;&#039;&#039;&lt;br /&gt;
:A: The &#039;Game&#039; section is a feature that allows you to select which GRP file you would like to play.  The GRP files must exactly match the versions found on their respective CDs, without any modifications. The following games are supported:&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;Duke Nukem 3D Shareware Version&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Duke Nukem 3D&#039;&#039;&lt;br /&gt;
:* &#039;&#039;Duke Nukem 3D: Atomic Edition&#039;&#039;&lt;br /&gt;
:* &#039;&#039;[[NAM]]&#039;&#039; (Note: you must rename GAME.CON from &#039;&#039;NAM&#039;&#039; to NAM.CON)&lt;br /&gt;
:* &#039;&#039;[[Napalm]]&#039;&#039; (Wal-Mart only version of &#039;&#039;NAM&#039;&#039;, some .GRP differences between the two releases)&lt;br /&gt;
:* &#039;&#039;[[WWII GI]]&#039;&#039; (Limited Support using &#039;&#039;NAM&#039;&#039; mode as a base)&lt;br /&gt;
&lt;br /&gt;
:You can also use the startup window to select a third party mod to play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: When I am playing EDuke32 with 16-, 24-, or 32-bit color, everything has a blue tint! How can I fix this?&#039;&#039;&#039;&lt;br /&gt;
:A: Unfortunately, most people who run into this error are out of luck, especially those with an Intel or SiS video chipset.  There are a few things you can do to try and fix this problem:&lt;br /&gt;
&lt;br /&gt;
:* Open the [[console]] and type &amp;quot;glredbluemode 0&amp;quot;&lt;br /&gt;
:* Download the newest drivers for your graphics card&lt;br /&gt;
:* Delete the texture cache directory&lt;br /&gt;
:* Try the latest [http://dukeworld.duke4.net/eduke32/ snapshot] of EDuke32&lt;br /&gt;
&lt;br /&gt;
:Note: the following driver vendors have been blacklisted in the newest versions of EDuke32.  If you have a video card or driver from one of these companies, OpenGL modes will &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; be available:&lt;br /&gt;
:* Microsoft (default OpenGL ICD which comes with Windows)&lt;br /&gt;
:* SiS&lt;br /&gt;
:* Intel&lt;br /&gt;
:* 3Dfx&lt;br /&gt;
&lt;br /&gt;
:OpenGL can still be enabled for these cards by setting the BUILD_FORCEGL environment variable before running EDuke32.  It should be noted, however, that the results will probably be less than satisfactory.  If you have a blacklisted driver but EDuke32 seems to run fine using BUILD_FORCEGL, please send us your eduke32.log so that we can add an exception for your video card/driver combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: How can I play multiplayer on the Internet or my LAN using EDuke32?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A: Take a look at the [http://static.jonof.id.au/modsuppt/jfduke3d/releasenotes.html release notes for JFDuke3D] or download and install [http://ny.duke4.net/ YANG (Yet Another Netplay Guider)] and follow YANG&#039;s installation instructions.&lt;br /&gt;
&lt;br /&gt;
:Or if simple LAN play is only required you can launch Eduke32 with these command line arguments.&lt;br /&gt;
:* HOST Computer: -net -n0:#   (Change the value of &amp;quot; # &amp;quot; to how many players there are, e.g. -n0:2 would be a two player game)&lt;br /&gt;
:* JOINING Computer: -net -n0 #   {Change the value of &amp;quot; # &amp;quot; to the hosts IP address)&lt;br /&gt;
&lt;br /&gt;
:Note: The host must launch his or her .bat/shortcut first before any of the joining computers can launch theirs or the game will not launch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Where is my &amp;quot;eduke32.log&amp;quot; and what is it used for?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:A: The &amp;quot;eduke32.log&amp;quot; file is generated each time you run eduke32.exe. (mapster32.exe has a separate one titled, &amp;quot;mapster32.log&amp;quot;) &lt;br /&gt;
:You can find both of these files in the same directory where your &amp;quot;eduke32.exe&amp;quot; and &amp;quot;mapster32.exe&amp;quot; is located. Having &amp;quot;Hide extensions for known file types&amp;quot; (Tools, Folder Options, View) unticked will help you locate it easier.&lt;br /&gt;
&lt;br /&gt;
:Once you have found your log file open it up with Notepad or some other text based program. Copy the entire contents of the file (Ctrl + A, Ctrl + C) then go to [http://www.pastebin.com pastebin.com] and paste the contents there, click send and save the URL for later. &lt;br /&gt;
:(Saving it for a month is more advised than saving it for a day)&lt;br /&gt;
&lt;br /&gt;
:What is the log used for?&lt;br /&gt;
:* Helping the EDuke32 developers and other helpful community members locate problems with a users EDuke32 if he or she is having trouble getting it to run, as the log file will 99% of the time indicate what is not working correctly plus many other various things that help developers and modders all around.&lt;br /&gt;
&lt;br /&gt;
:Where should I paste my log or URL?&lt;br /&gt;
:* First you should go to the [http://forums.duke4.net/index.php?showforum=26 Duke Nukem 3D] forums on [http://www.duke4.net Duke4.net] and search to see if your problem has been reported before to see if you can find your answers to your current problem.&lt;br /&gt;
:*If you could not find any answers by searching the forums you should then create a new thread in the [http://forums.duke4.net/index.php?showforum=27 Duke Nukem 3D Help Me] forum with a title that gives a basic description of the problem, e.g. &amp;quot;EDuke32 crashes at start up.&amp;quot; Your post should contain a more in depth description of the problem followed by that URL from pastebin.com we saved earlier that contains the contents of your eduke32.log.  You can also use [codebox][/codebox] tags in your post as well.&lt;br /&gt;
&lt;br /&gt;
:Note: If you are having problems with Mapster32 you should do the same as above but replace &amp;quot;eduke32.log&amp;quot; with &amp;quot;mapster32.log&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:EDuke32_end-user_documentation]]&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
	<entry>
		<id>https://wiki.eduke32.com/w/index.php?title=Main_Page&amp;diff=8840</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.eduke32.com/w/index.php?title=Main_Page&amp;diff=8840"/>
		<updated>2009-12-29T23:08:11Z</updated>

		<summary type="html">&lt;p&gt;The Commander: We don&amp;#039;t actually need this link now as all editing is done on the other link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
Welcome to EDukeWiki!  This wiki serves to provide the most accurate and complete source of [[EDuke32]] documentation on the Internet.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Using EDuke32=== &lt;br /&gt;
* [[Installation and configuration]]&lt;br /&gt;
* [[Multiplayer]]&lt;br /&gt;
* [[Configuration file options]]&lt;br /&gt;
* [[Command line options]]&lt;br /&gt;
* [[Console commands]] &lt;br /&gt;
* [[Frequently Asked Questions]] &lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Building EDuke32 From Source===&lt;br /&gt;
* [[Building EDuke32 on Windows]]&lt;br /&gt;
* [[Building EDuke32 on Linux]] &lt;br /&gt;
* [http://www.spam-filter.de/osx/eduke32_on_os_x Building EDuke32 on OS X]&lt;br /&gt;
* [[APT repository | APT repository for Debian / Ubuntu]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===Editing &amp;amp; Modding EDuke32=== &lt;br /&gt;
* [[Scripting|Scripting using CON files]] &lt;br /&gt;
* [[Tutorials|CON script tutorials and examples]] &lt;br /&gt;
* [[DEF Language|Engine content definition language]]&lt;br /&gt;
* [[Maphack Language|Maphack level adjustments]]&lt;br /&gt;
* [[Level editing|Editing levels with Mapster32]] &lt;br /&gt;
* [[Utilities|Utilities for use with EDuke32]]&lt;br /&gt;
* [[EDuke32 Modifications|Index of existing EDuke32 mods]]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
===External Links=== &lt;br /&gt;
* [http://forums.duke4.net/index.php?showforum=26 Official EDuke32 Discussion Forum]&lt;br /&gt;
* [irc://irc.freenode.net/eduke32 #eduke32 on irc.freenode.net]&lt;br /&gt;
* [http://infosuite.dukerepository.com/ The Duke Nukem 3D Informational Suite]&lt;br /&gt;
* [http://www.moddb.com/engines/eduke32/ EDuke32 on Mod DB]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
[[Image:Title_screen.png|right]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please remember that EDukeWiki is a community project.  It relies on content contributed by users such as yourself in order to stay alive and continue to be useful.  It is the responsibility of users like you to not only make sure that the documentation here is both accurate and relevant to current version of [[EDuke32]], but to also help reverse any vandalism you see.  Thank you for your contributions and for helping to keep our wiki friendly and clean of vandalism and spam!&lt;br /&gt;
&lt;br /&gt;
This wiki is supported by [http://www.plagman.net Plagman]&#039;s ongoing donation of server hosting, by our sponsored links, and by purchases of games from [http://www.gog.com/en/frontpage/pp/6c1e671f9af5b46d9c1a52067bdf0e53685674f7 gog.com] by accounts registered through our banners.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t yet own &#039;&#039;Duke Nukem 3D: Atomic Edition&#039;&#039;, [http://www.gog.com/en/gamecard/duke_nukem_3d_atomic_edition/pp/6c1e671f9af5b46d9c1a52067bdf0e53685674f7 buy it now for $5.99!]&lt;br /&gt;
&lt;br /&gt;
In fact, [http://www.gog.com/en/frontpage/pp/6c1e671f9af5b46d9c1a52067bdf0e53685674f7 check out gog.com] even if you already own Duke; if you&#039;re reading this wiki, chances are you&#039;re interested in other classic games, of which gog.com has plenty available for quick download at unbeatable prices.  They even have a few things you can snag for free.  Give &#039;em a try!&lt;/div&gt;</summary>
		<author><name>The Commander</name></author>
	</entry>
</feed>