I couldn't find my old post, but quite a few people have been asking what I'm doing with my Unity Build C# port. I didn't plan to unveil this now, but just wanted to catch people up who were interested. I couldn't find my old post, sorry about that Evan

I have Duke Nukem 3D ported to C#.


I need to preface it with, its not that playable yet. I'm confident in 90% code, except for the con-script virtual machine. The layers of pointers in that system are driving my crazy, so that's one of the biggest reasons I'm sharing right now, I need some help understanding what these three pointers actually do: actorscrptr and insptr. I ran some tests and I think I have most of the system working. I think that because I put a lizzard trooper in a room, and output the script command it wants to execute in parse(). And all of the execute commands line up(that was a HUGE milestone for me today). I think the last bit of problems I have is understanding actorscrptr, specifically this area isn't working(this is inside of function EGS).

Which eventually causes a crash here:

The same issue is I believe causing some of the remainder of my AI state problems as well.
If anyone has any ideas let me know:
https://github.com/j...all23/DukeSharp
Duke Specific C# bits are here:
https://github.com/j...ssets/Code/Game
I have implemented quite a few changes and fixes to the BuildEngine C# code in this depot since I released the original BuildEngine C# code. The DukeSharp code I first ran through tangible c# converter, but I converted most of that work by hand, and fixed up all 15,000 errors. I'm not using any pointers(it compiles with safe code), the sector annimation code I need to do, Multiplayer I haven't done as well.Anim Movies are not implemented yet. Automap isn't implemented.