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  • Non-zero if friendly fire (the ability to shoot players on one's own team) is enabled. Note that the player will not be able to suicide wi ...
    321 bytes (54 words) - 17:38, 15 July 2007
  • ...p]] is loaded. This is set by a transporter sprite type (statnum == 10) to one. It is reset to zero when processed (kinda). ...
    290 bytes (50 words) - 16:41, 24 September 2005
  • :Used as an Elevator that transports from one elevator shaft to another to simulate going straight up from one floor to another. ...
    916 bytes (113 words) - 07:06, 26 May 2014
  • <center><font size="7"><b><u>A4 One-Time Sound</u></b></font></center> ...></font>. When the player enters the sector, the specified sound will play one time only. For example, to play sound #144 you would tag the sector <font c ...
    448 bytes (72 words) - 06:09, 3 May 2009
  • ...only stop a sound coming from one actor. This is useful, for example, if one of the player's weapons makes a looping sound, and you want the sound to st ...
    482 bytes (76 words) - 22:14, 8 July 2010
  • ...e best (according to [[wchoice]]) available inventory. Changes it if found one. ...
    200 bytes (23 words) - 03:51, 24 July 2008
  • Operates any Masterswitches with the same [[lotag]] as the one given. ...
    186 bytes (21 words) - 13:13, 4 May 2009
  • Operates any respawn sprites with the same [[lotag]] as the one given. ...
    181 bytes (22 words) - 20:16, 7 January 2011
  • ...ue is the delay that the door will wait before it closes. A value of 32 is one second, 64 is two seconds, and so on. ...
    652 bytes (112 words) - 17:59, 10 September 2006
  • ...yer has found. Now we can set secrets to things other than rooms by adding one to this value. ...
    153 bytes (26 words) - 16:48, 24 September 2005
  • Calculates the angle necessary for the current sprite to [[Make one actor face another|face]] whatever target is or was at the coordinates [[ht ...
    234 bytes (31 words) - 18:05, 9 January 2013
  • ...ks to see if the current [[actor]] has counted ''at least'' <number> tics. One tic is 1/30 of a second. ...
    229 bytes (31 words) - 17:06, 15 May 2010
  • Shakes the screen for the count specified (26 is one second). ...
    272 bytes (37 words) - 20:15, 7 January 2011
  • 1 if holstered. Setting it to one has the same effect as pressing the holster key except the fact that the an ...
    208 bytes (36 words) - 16:35, 24 September 2005
  • One can calculate a mask using this formula: ...as two predefined clipmasks: CLIPMASK0 and CLIPMASK1. Apparently the first one is used by regular actors, while the second is for projectiles. ...
    1 KB (178 words) - 10:48, 22 February 2020
  • Set to zero when the the overhead map is off, one when the basic outline map is up, and two when the full textured map is on ...
    172 bytes (32 words) - 15:19, 25 March 2013
  • ...ID of the access card lock sprite currently in use, if the player is using one. Otherwise, it is set to -1. ...
    188 bytes (31 words) - 09:02, 8 September 2006
  • If nonzero show one of the help screens ...
    151 bytes (25 words) - 07:00, 14 June 2014
  • This gets incremented by one during [[EVENT_DISPLAYBONUSSCREEN]], use the userdef [[last_level]] to get ...
    336 bytes (45 words) - 08:01, 18 June 2014
  • ...of time that the player has been in the map. A value of 120 corresponds to one second, unless the game timer rate has been altered with [[inittimer]]. Thi ...
    272 bytes (46 words) - 09:32, 19 April 2012
  • Initialized to one. This is used for animating the knuckle cracks. If it is 10 and the game ha ...
    276 bytes (46 words) - 16:37, 24 September 2005
  • ...set whether the menu texture as defined in [[EVENT_GETMENUTILE]] screen is one picture or if it is tiled, like a texture. ...
    273 bytes (43 words) - 21:35, 12 August 2012
  • Triggers the end of the episode after <number> time units. One time unit is 1/15 of a second. The default <number> is 52. ...
    424 bytes (57 words) - 03:55, 3 June 2013
  • ...starts from 1, so to get a value comparable to [[LEVEL]], please subtract one from it. ...
    442 bytes (64 words) - 07:25, 18 June 2014
  • ...ike a bitfield, with the only value used in Duke Nukem 3D v1.4 being 2048 (one shifted left by GROW_WEAPON) if the Expander has been used instead of the S ...
    444 bytes (73 words) - 23:55, 19 February 2020
  • // episode 1, levels one through four Due to the one-shot nature of the '''''music''''' CON command it may be desirable to use t ...
    1 KB (200 words) - 10:35, 22 February 2020
  • One potential use of EVENT_INIT is to display name and version information abou ...
    435 bytes (70 words) - 07:37, 4 February 2022
  • ...1.1 of Duke Nukem 3D. Its only purpose was to check if there was more than one player in the map, and was replaced with [[ifmultiplayer]] in subsequent ve ...
    474 bytes (66 words) - 16:24, 3 June 2013
  • Build units expressed in terms of length, width, and height. One block of the largest grid size in Build editor equal to 1024. Build units expressed in time. One second is equal to 30 Build engine time units. ...
    1 KB (191 words) - 00:46, 25 October 2014
  • '''frags #''' equals how many times the one player killed another, # equals the ID of the other players. ...
    453 bytes (72 words) - 19:36, 20 February 2020
  • scuba_on is set to one when the player is underwater and there is scuba air left (scuba_amount) It ...
    302 bytes (55 words) - 11:33, 2 June 2014
  • draws the view in a one-pixel high line covering about one tenth of the screen length from the left, and a one-pixel wide line covering approximately one tenth of the height from above. ...
    3 KB (475 words) - 02:17, 20 February 2020
  • ...535 sectors; the [[endofgame]] primitive; the [[startlevel]] primitive; or one of the reserved cheats enabled with [[definecheat]]), the game will be rese ...
    431 bytes (64 words) - 15:40, 8 August 2007
  • ...yer talk is displayed in. The quotes scroll off of the screen at a rate of one every six seconds. Unlike [[quote]], every userquote appears in the console ...
    462 bytes (70 words) - 10:27, 5 August 2020
  • ...*<number> z units away from the [[actor]]'s [[sector]]'s ceiling. That is, one <number> unit corresponds to 16 x/y BUILD units. If the actor is "inside" t ...
    434 bytes (63 words) - 10:21, 6 January 2013
  • ...56*<number> z units away from the [[actor]]'s [[sector]]'s floor. That is, one <number> unit corresponds to 16 x/y BUILD units. If the actor is "inside" t ...
    428 bytes (63 words) - 10:19, 6 January 2013
  • To make one actor face another some subtraction is involved. ...
    412 bytes (65 words) - 01:36, 20 February 2020
  • :STEP 2: Place one sector effector sprite in the middle of the door sector. Give this sprite a :STEP 3: Place one sector effector sprite somewhere else in the door sector. Give this sprite ...
    1 KB (250 words) - 18:00, 10 September 2006
  • ...l ID of the access card lock wall currently in use, if the player is using one. Otherwise, it is set to -1. It is unknown whether or not this effect app ...
    366 bytes (67 words) - 09:04, 8 September 2006
  • One difference that seems to be constant is the [[owner]]. A hologram always wi ...
    488 bytes (86 words) - 13:28, 5 February 2015
  • ...s reset towards 0 at a rate proportional to itself (currently hardcoded to one half), there is a point where the constant addition per time unit (+- 24, u ...
    671 bytes (100 words) - 10:24, 1 June 2014
  • ...l in some cases. '''If you specify a value for setmusicposition other than one retrieved with getmusicposition, you are asking for trouble and your mod WI ...
    622 bytes (89 words) - 15:38, 8 November 2016
  • If the track is restarted, or a new one is played, [[EVENT_PLAYLEVELMUSICSLOT]] is called instead. ...
    641 bytes (91 words) - 01:44, 5 February 2022
  • ...s reset towards 0 at a rate proportional to itself (currently hardcoded to one fourth), there is a point where the constant addition per time unit (+- 152 ...
    717 bytes (113 words) - 14:44, 11 August 2011
  • ...specifying a scaling factor for the model when it is rendered, eg. 1.5 for one-and-a-half times as big. <shade-offset> is an integer value specifying how * 1 one-shot (plays beginning to end once and stops on the last frame) ...
    2 KB (350 words) - 04:16, 29 August 2020
  • .... Note that for the left cursor, it starts at 2813 and advances forward by one tile, looping after 2819. ...
    573 bytes (85 words) - 08:26, 4 February 2022
  • ...ote that for the right cursor, it starts at 2813 and advances backwards by one tile each animation frame, thus spinning in the opposite direction. ...
    616 bytes (92 words) - 08:29, 4 February 2022
  • One alternative is to use the <code>-cfg</code> parameter instead, which does n ...
    702 bytes (116 words) - 06:49, 9 September 2020
  • The '''exit''' command breaks out of a loop, in the way one would normally from "break" commands in other languages. It should not be u ...
    582 bytes (80 words) - 05:11, 7 January 2024
  • This event is only used for eduke32 standalone builds, such as the one used for the official Ion Fury release. No current player is set during thi ...
    575 bytes (97 words) - 07:24, 4 February 2022
  • ...by EDuke32's enhanced [[scripting]] system. Want more examples? Download one of the many existing EDuke32 mods, open up the CON files and dig in! <td>[[Make_one_actor_face_another|Make one actor face another]]</td> ...
    4 KB (729 words) - 07:56, 6 April 2021
  • Setting gamevar [[RETURN]] to one of the above values will force that item to be selected. ...
    703 bytes (113 words) - 15:50, 4 February 2022
  • ...in the game, by network conditions, or by insufficient computing power on one of the peers in the game. ...
    577 bytes (104 words) - 13:11, 24 March 2015
  • Setting the gamevar [[RETURN]] to one of the above values will force the chosen item to be selected. ...
    709 bytes (114 words) - 15:51, 4 February 2022
  • ...T\DUKE3D.IDF file on the CD. This code was fairly buggy and broke at least one seemingly unrelated item, [[visibility|DEFAULTVISIBILITY]]. After the sourc ...
    713 bytes (113 words) - 09:39, 21 March 2012
  • ...the current effector spriteNum, while the current player is chosen as the one closest to the current effector. ...
    710 bytes (106 words) - 09:09, 5 February 2022
  • ...hose files! just the executables!" - In that case, you probably downloaded one of the development snapshots. Builds that came out after the official relea .If possible, try to use the same files provided in one Zip file, try not to use Eduke32.exe from 2 months ago and Mapster32.exe fr ...
    3 KB (549 words) - 07:00, 29 February 2008
  • ...[[player]] struct; [[timebeforeexit]] is a non-zero count-down timer. At one, all [[player]]s are set to end of level mode (.gm) (MODE_EOL) and the next ...
    612 bytes (100 words) - 21:14, 22 February 2014
  • *Step 2: Create one child sector in the sector of step one, this will be the door itself. ...as in a elevator), place two [[Activator]] sprites in one door sector, and one in the other. Give all three [[Activator]]s the same unique lotag as the sw ...
    11 KB (1,433 words) - 19:11, 19 April 2012
  • Every [[sector]] has one of its [[wall]]s specially designated as its '''firstwall''', which control ...
    668 bytes (110 words) - 12:37, 20 November 2014
  • * All bosses and minibosses (including Duke's one-liners) ...
    740 bytes (103 words) - 01:22, 5 February 2022
  • ...the per-tile value is XORed with the per-sprite value, i.e. the setting of one reverses the other. ...
    726 bytes (113 words) - 00:39, 20 February 2020
  • ...yer it will range from zero to the number of players ([[multimode]]) minus one. Player spawns in the map are also given an unique yvel ID higher than that ...
    791 bytes (126 words) - 17:46, 20 June 2013
  • This simple tutorial will show you how to make a sprint key similar to the one in HL2 or Doom 3. ...key. At the moment adding new keys isn't possible so we have to get rid of one of the somewhat reduntant keys to make way for our own. ...
    3 KB (451 words) - 02:30, 18 September 2008
  • ...e itself. A horiz difference of 128 corresponds to a tangent difference of one. ...
    774 bytes (110 words) - 15:00, 25 August 2019
  • <li>[[ae_teleport_a3|A3 One-Way Teleporter]] <li>[[ae_sfx_a4|A4 One-Time Sound]] ...
    6 KB (983 words) - 06:05, 3 May 2009
  • ...fying a scaling factor for the voxelmodel when it is rendered, eg. 1.5 for one-and-a-half times as big. ...
    924 bytes (139 words) - 05:45, 23 February 2020
  • This distinction is no longer required, and one can now write the operator without any '''var''' appendix, and use either c |The bits in the result are set if only one of the values being operated on has those bits set. Ex.: 01001010 XOR 11110 ...
    3 KB (404 words) - 02:59, 10 January 2021
  • rotatesprite xvar 182 65536 0 NOTCHON 0 8 16 0 0 xdim ydim // draws one column at (xvar,182) ...
    846 bytes (115 words) - 09:34, 1 August 2009
  • definevolumename 0 Episode One definelevelname 0 0 mymap01.map 01:02 02:03 My Map One ...
    4 KB (587 words) - 09:53, 30 July 2020
  • * You could combine more than one effect, spawning guts and debris at the same time for example, or spawn not ...ake sure you do not set up your actor more than once, there should be only one ''useractor notenemy BREAKABLE1'' line and a single ''enda'' line per actor ...
    3 KB (407 words) - 16:47, 7 January 2013
  • Thus, to determine what was hit, one should check the value in this order: ...
    896 bytes (143 words) - 04:30, 20 May 2013
  • #*Otherwise, copy one of the following files to your EDuke32 folder. (On Windows, GRP files may b ...chased the add-on, the [http://hendricks266.duke4.net/stuff/dukedc_demo.7z one-level demo] is also supported. ...
    9 KB (1,379 words) - 01:45, 15 June 2022
  • ...games used to simulate more realistic environments by displaying more than one sector over another in a vertical fashion to seamlessly create the appearan ...
    924 bytes (143 words) - 11:25, 8 July 2014
  • It is also triggered one final time during the transition when the mirrors are out of view and not b ...
    880 bytes (143 words) - 04:14, 1 September 2023
  • ...specifying a scaling factor for the model when it is rendered, eg. 1.5 for one-and-a-half times as big. * 1: one-shot (plays beginning to end once and stops on the last frame). ...
    8 KB (1,088 words) - 02:53, 23 February 2020
  • One potential use specifically for EVENT_PREGAME is to examine struct values wh ...
    1 KB (157 words) - 01:08, 5 February 2022
  • Replace '''codename''' by one that match with your version. Before doing this, you can verify what [http: To do this quickly you can also copy/paste both lines at one time in a terminal: ...
    3 KB (427 words) - 15:02, 11 January 2017
  • ...he sprites should be able to see each other. To remedy this, you can move one or both of the sprites to a higher position right before the canseespr chec ...
    1 KB (169 words) - 10:09, 5 December 2009
  • '''<filename>''' has to be one of the following tokens corresponding to hard-coded Duke3D anims: ...y do not need to be strictly ascending, so that a frame may have more than one sound. ...
    3 KB (459 words) - 19:42, 9 March 2021
  • This behavior is unlike what one would expect from other languages, where the 'else' is only executed if an ...
    1 KB (178 words) - 01:12, 4 October 2019
  • :STEP 1: Place one music and sound effect sprite (#5) in the door sector. ...
    1,009 bytes (155 words) - 13:28, 23 April 2012
  • The [[getcurraddress]] and the [[jump]] commands have one significant drawback: the address must be know before jumping which makes i Using Valgrind, one can see that the programs regularly access wrong memory even if the user do ...
    3 KB (551 words) - 15:24, 3 March 2012
  • * ONE ...
    2 KB (240 words) - 14:10, 22 March 2021
  • One way to handle this: ...
    1 KB (160 words) - 18:23, 29 December 2022
  • ...the access pad (use [ALT]+[P] in 3D mode) to the following values to make one of the 3 different kinds of keys and locks: ...
    1,017 bytes (168 words) - 16:46, 10 April 2012
  • Note: If you trigger the door quickly and repeatedly, sometimes one set of doors will close while the other opens! This forces the player to ru ...
    1 KB (260 words) - 06:07, 3 May 2009
  • Windows users can use one of the following Git clients. ...
    2 KB (240 words) - 09:37, 7 June 2020
  • :STEP 4: Place one sector effect in each tooth sector. Give each sector effector sprite a spri :STEP 3: Now here's a nice one; The floors of sectors 'd' and 'e' have to be lowered, so holes appear. The ...
    4 KB (581 words) - 18:06, 10 September 2006
  • ...lly, one repeats this procedure until arriving at a revision difference of one (or giving up early, which still leaves a revision range as a result). ...that the bug must have been introduced between r2000 and r2781, so we pick one in between: ...
    10 KB (1,622 words) - 17:24, 15 February 2024
  • ...programs, data, and configuration in separate locations and will have only one copy of EDuke32 and a standard directory to load mods from. Therefore, well ...e FAT32. If you don't have access to such a disk partition, you can create one in a file like in the following, probably Linux-specific, example: ...
    3 KB (541 words) - 13:10, 20 January 2012
  • :STEP 3: Now move the door sector to where it should be. One side of the door should be in the exact position as the red line separating :STEP 5: Place one sector effector sprite in the door. Give this sprite a lotag value of 11, a ...
    6 KB (1,121 words) - 20:25, 25 July 2020
  • Define multiple texture to be used by one parallaxed texture. ...
    1 KB (191 words) - 18:05, 15 October 2021
  • ...can also be exploited to define more fine-grained behavior. For instance, one can use this to only display the startup logo sequence when the game sessio ...
    1 KB (221 words) - 02:38, 9 September 2020
  • Note: Each game contains its own unique "game code", so one game can have certain features and another may not. An example would be the ...
    1 KB (197 words) - 16:58, 23 May 2014
  • These commands get the sprite ID of ''one'' <[[tile number]]> with distance strictly less than <distance> into a <[[g ...
    2 KB (283 words) - 05:55, 17 February 2013
  • ...''num1''].NEXTSECTOR=''num2'' and .NEXTWALL=''num3'' inconsistent: missing one next pointer Resolution: one point should be dragged away, or if the corresponding sector is degenerate ...
    4 KB (637 words) - 04:05, 13 August 2013
  • Here's one method of doing this: ...
    1 KB (235 words) - 17:53, 3 December 2020
  • |See [[:Category:Editing Moving Sectors#One Car Subways]]. |Causes the sector to be raised or lowered by one step every time it is activated. Only works in version 1.4 or above. See [[ ...
    8 KB (1,286 words) - 12:41, 5 February 2015
  • ...ly setting the counter to 0 or a value above 1440 when the counter reaches one of these values, you can decrease the duration of the jump by effectively c ...
    2 KB (233 words) - 13:34, 27 October 2014
  • ...2-bit and 64-bit) require their own separate executables, instead of using one binary with the <code>-arch</code> parameter as on other platforms. ...''), there's usually a problem with the libraries -- the linker can't find one or more ''.a'' files ''[needs explanation]''. ...
    10 KB (1,606 words) - 05:53, 29 May 2023
  • // The actual buttons. Any one should do as long as you set param to the digit and call 'enterdigit'. ...ee ifvare com_pause 0 // There are lot of conditons on this line. The last one is there to ensure proper timing. ...
    4 KB (602 words) - 07:07, 23 September 2007
  • ...le cuts out two of the three Duke 3D v1.5 credits screens. After the first one, the panel order will go directly to the EDuke32 port credits. ...
    2 KB (252 words) - 08:10, 4 February 2022
  • .../i> Lo-Tag. The floor and ceiling of a sector share tags (so giving either one a tag affects the entire sector). ...patrol vehicle or a moving sector (subway) will move to. You can only have one Locator path set in a sector. You <b>cannot</b> have a Pigcop RPV and a sub ...
    9 KB (1,570 words) - 06:11, 3 May 2009
  • ...is a more complex version of the sliding star trek door, and it is by far one of the coolest doors in the game. ...
    1 KB (264 words) - 18:01, 10 September 2006
  • By setting [[RETURN]] to one of the following numbers, it is possible to make other floor sprites exhibi ...
    2 KB (256 words) - 11:00, 5 February 2022
  • ...be willing to redesign eduke32.com, Dukeworld, and my subdomain all using one common structure. But first we must enumerate all functionality that is nee ...
    1 KB (218 words) - 04:32, 28 November 2013
  • ...xt, bring the mouse pointer close to the sprite you wish to be the pivotal one so that it blinks. To carry out the rotation, enter the following command i ...y setting it to the maximum lotag value of all LOCATORS in its sector plus one. ...
    4 KB (641 words) - 16:32, 27 February 2012
  • ..., and (Q)uit. It's pretty basic. Start a new map, Load one, Save one, Save one with a specific name, or Quit. Easy stuff. ...tices</i> in a square shape. When you connect the last vertex to the first one, the white line will stop following your mouse cursor. This means you just ...
    18 KB (3,377 words) - 06:10, 3 May 2009
  • ...</code></font> <code>(<font color="green">Speed[0,Speed]</font>)</code> in one of the little triangles of your door sector. I recommend <font color="green ...
    2 KB (342 words) - 06:07, 3 May 2009
  • ...it will display a special message for the end user exactly at midnight for one minute. Try it out and see what it is. :) ...
    2 KB (220 words) - 11:58, 15 February 2013
  • * '''Global variable''': If a variable is declared as global, there is only one copy of it which may be accessed by any actor in the game. ...and to set a per-player var for a particular player who is not the closest one, but this is only necessary in multiplayer games (and even then it is seldo ...
    12 KB (1,968 words) - 12:58, 31 January 2014
  • Detail mapping is one of the new engine features in EDuke32. It uses hardware multitexturing to c ...
    2 KB (301 words) - 00:01, 4 January 2016
  • **limited to one skybox ...
    2 KB (291 words) - 13:04, 15 April 2018
  • ...mations. Simply give your IVF file the same name as an ANM and place it in one of EDuke32's search paths. For example: <code>LOGO.IVF</code>. ...
    2 KB (349 words) - 04:09, 21 February 2020
  • One use for this event is to have it display from the point of view of a sprite ...
    2 KB (356 words) - 08:42, 30 January 2022
  • ...perly interoperable, any variables that are expected to retain values from one tic to the next should be given a name with a prefix unique to your mutator ...
    2 KB (299 words) - 18:23, 3 April 2015
  • ...h an SE5 will follow a path of [[Locator | LOCATORS]] until it reaches the one nearest the player as well as shooting a harmless FIRELAZER (The weapon use ...
    2 KB (325 words) - 12:29, 25 November 2014
  • ...overrides the standard Duke 3D episode selection menu with a customizable one. ...
    3 KB (319 words) - 06:32, 2 November 2021
  • ...following is a list of people who have helped with EDuke32 or Mapster32 in one way or another. If you've contributed code or other resources to EDuke32 o ...
    2 KB (298 words) - 19:40, 9 March 2021
  • ...e (e.g. by a [[sizeat]] command) then the specified size will override the one you give it. ...e (e.g. by a [[sizeat]] command) then the specified size will override the one you give it. ...
    9 KB (1,434 words) - 12:56, 20 July 2021
  • ...y associate the '''[[else]]''' statement to a single '''if''', usually the one in the same context, which is not the case in CON. ...
    3 KB (427 words) - 06:37, 12 January 2021
  • Note that one sprite can be rendered multiple times in the game world, through shadows or ...
    2 KB (376 words) - 13:12, 4 February 2022
  • | One-Time Sound ...
    2 KB (400 words) - 02:24, 25 October 2014
  • .... There's no limit for child sectors as long as their parent sector is the one with the SE sprite. They can, however, carry effects that apply directly to | You can use one of these to trigger the movement, but '''they must''' use their own tag fro ...
    6 KB (982 words) - 01:17, 26 October 2014
  • ...is to press '''[Ctrl-A]''' which will grey out all other layers except the one the viewpoint (the arrow in 2D/side view mode)is in, which is the active la ...(even with only one extension) is that if you move the vertex of a wall of one layer, it will automatically move the vertices of all the other layers, so ...
    23 KB (4,183 words) - 19:19, 21 July 2020
  • ...h the same sequence of numbers at the same times, everything works. But if one computer calls ifrnd or randvar while the others do not, it ends up at a di ...
    3 KB (491 words) - 14:05, 4 September 2008
  • This how-to explains how to make one of the most common doors found in the game: "Doom" doors. These types of do ...
    3 KB (465 words) - 17:59, 10 September 2006
  • ...lable which can edit the .ART files. The most commonly used program is the one that came with Duke Nukem 3D: EditArt. It is a 16-bit DOS program, so the u ...a boss fight. The sounds for the animations are not included in the .ANM. One of the few .ANM compiling programs is [http://dukeworld.duke4.net/rtcm/duke ...
    12 KB (1,999 words) - 13:04, 5 February 2020
  • Typically one might expect that we can apply the move on each tic of the action but it do ...
    3 KB (481 words) - 17:49, 3 December 2020
  • ...it to other SECTOREFFECTORS in case the flickering light affects more than one sector; each sector affected will require its own SE4. If you do not want i ...
    3 KB (559 words) - 11:54, 25 November 2014
  • #*Otherwise, copy the files '''DUKE3D.GRP''' and '''DUKE.RTS''' from one of the following locations to the folder created in step 1. (On Windows, th ...
    3 KB (499 words) - 01:44, 15 June 2022
  • Hitscan returns the values of what would be hit if one travelled in a straight line from a set of coordinates in a specified direc ...
    3 KB (582 words) - 15:43, 17 November 2020
  • There is one index+table for each number of palette swaps. The total amount of data shou ...
    3 KB (525 words) - 21:17, 29 March 2012
  • ...e pointer always points (see info about it at the bottom of the screen) at one of these objects: * '''+SHIFT''': auto-align at most one wall ...
    39 KB (5,770 words) - 04:48, 29 July 2023
  • ...ps://dukeworld.duke4.net/2001-current/rtcm/duke3d-shareware/3dduke13SW.zip one episode shareware version] which is available from Duke4 for free. While th ...n the newest versions of EDuke32. If you have a video card or driver from one of these companies, OpenGL modes will '''''not''''' be available: ...
    16 KB (2,672 words) - 14:21, 14 June 2022
  • ...ject, so that other objects can be paired with it (I'll give an example in one moment). Lotags are generally a fixed number that tells the game exactly wh I make two sectors, and I want them to be teleporters (i.e. - I step into one sector, and teleport to the other sector). I place a sector effector sprite ...
    40 KB (7,433 words) - 04:46, 26 October 2014
  • Glow mapping is one of the new engine features in EDuke32. It uses hardware multitexturing to c ...
    3 KB (473 words) - 00:01, 4 January 2016
  • actually only holds coordinates for one point; the wall[].point2 A ''zoom'' of 16384 corresponds to a scale of one pixel per BUILD unit. ...
    8 KB (1,150 words) - 13:45, 7 July 2020
  • ...2''') - SF_ONEINST_INTERNAL: Internal flag, reserved for sounds where only one instance should be played at the same time, e.g. looping ambient sounds. ...
    4 KB (619 words) - 02:56, 7 January 2024
  • ...layer is standing above, if applicable. (-1 if no sprite, >= 0 if there is one.) ...is standing underneath, if applicable. (-1 if no sprite, >= 0 if there is one.) ...
    9 KB (1,172 words) - 07:25, 12 May 2023
  • ...perform a reload, you'll need to assign it a key, which means booting out one of the game's more useless functions. In this example, it'll be the TurnAro ...
    4 KB (608 words) - 09:56, 1 March 2011
  • * Also, if too many lights are visible in one sector, some will disappear. This can usually be fixed by splitting up the ...
    4 KB (677 words) - 17:46, 1 February 2013
  • ...d on the 3D Realms website, after you build and combine all the files into one folder and try to run the game you will get an error about the TABLES.DAT f One user has had success with a Radeon 4850 and Fedora 12 with the open source ...
    8 KB (1,298 words) - 19:45, 2 June 2022
  • * Also, if too many lights are visible in one sector, some will disappear. This can usually be fixed by splitting up the ...
    5 KB (817 words) - 23:23, 7 July 2017
  • ...Pressing <font color="blue"><code>1</code></font> on a sprite will make it one-sided (this is only relevant to wall-aligned or floor-aligned sprites). To ...
    6 KB (1,144 words) - 06:10, 3 May 2009
  • [[Image:Turret.gif|right]]A mounted double-barreled laser cannon with one target in mind: Duke. They can become quite an annoyance, so it's never too ...ty bastard floats about on his hover platform, shouting some of Duke's own one-liners back at him. If he can come within a close enough vicinity, he'll st ...
    10 KB (1,566 words) - 03:03, 20 August 2016
  • ...y difficult at first, editing con files is very easy and a fun way to make one of the coolest games in history even cooler. How does one edit con files you ask? Any text editor will do. I personally use Microso ...
    54 KB (8,719 words) - 09:42, 21 March 2012
  • ..., Car Jack your way through many cities on your way of becoming the number one criminal! ...
    7 KB (1,146 words) - 12:19, 12 June 2019
  • | Launch one of the addons for Duke 3D (if present), packaged with the Megaton Edition r | Launch one of the expansions included in Shadow Warrior Classic Complete. ...
    18 KB (2,779 words) - 04:41, 7 January 2024
  • |colspan="4"| toggles ignoring of one-to-many red wall connections |colspan="4"| compiles one or more M32 script files ...
    23 KB (2,975 words) - 17:39, 28 January 2016
  • ...rn -1 if cancelled. Otherwise, the initial value is returned, which is the one passed in '''''var'''''. ...
    12 KB (1,344 words) - 11:05, 8 May 2022