Duke4.net Forums: New textures and sounds for Build/Mapster32 - Duke4.net Forums

Jump to content

  • 3 Pages +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic

New textures and sounds for Build/Mapster32  "How to change the CON files."

User is offline   F!re-Fly 

#31

OK I understood ! I will return to this subject when I have to buy the official version of the game on Steam. I have another question! Do other add-ons of the game, like "The Gate" or "Duke Zone! And" Xtreme" eduke32 exist ? Note that the only episode of the PSX version "Plug 'n' Pray" is for me the most interesting.

This post has been edited by leninjableu: 07 October 2015 - 05:10 AM

0

User is offline   blizzart 

#32

View Postleninjableu, on 07 October 2015 - 05:08 AM, said:

OK I understood ! I will return to this subject when I have to buy the official version of the game on Steam. I have another question! Do other add-ons of the game, like "The Gate" or "Duke Zone! And" Xtreme" eduke32 exist ? Note that the only episode of the PSX version "Plug 'n' Pray" is for me the most interesting.


Most of that stuff does run with EDuke32, too. Otherwise there´s a addon-pack with modified mod-files, so that they can run with EDuke32 without problems:
http://forums.duke4....on-compilation/

Here´s the correct link to the GOG-version: http://www.gog.com/g...bdf0e53685674f7

This post has been edited by blizzart: 07 October 2015 - 05:52 AM

0

#33

View PostCommando Nukem, on 07 October 2015 - 04:30 AM, said:

You're not going to get help from anyone here with pirating something which you can very easily get from either gog.com or steam.

Here is the Megaton Edition on the STEAM page
http://store.steampo...com/app/225140/

Here is the GOG page
http://www.gog.com/g..._atomic_edition


Don't forgot EDuke32 on steam
0

User is offline   Lunick 

#34

View PostDemon Duke, on 08 October 2015 - 10:44 AM, said:

Don't forgot EDuke32 on steam

You can't buy it separately http://store.steampo...com/app/359850/
0

#35

Oh yeah I forgot it stupid on there part not having a thing by it self just to get EDuke32.
0

User is offline   F!re-Fly 

#36

Hello ! Back to the forum. I would like to buy the real version of the game, but it is no longer available on Steam and GoG. Where am I going to find it ?
0

User is online   Danukem 

  • Duke Plus Developer

#37

View Postleninjableu, on 08 May 2016 - 03:46 AM, said:

Hello ! Back to the forum. I would like to buy the real version of the game, but it is no longer available on Steam and GoG. Where am I going to find it ?


You can't buy it now because Gearbox took it down. You waited too long. :angry:
0

User is offline   Hank 

#38

View Postleninjableu, on 08 May 2016 - 03:46 AM, said:

Hello ! Back to the forum. I would like to buy the real version of the game, but it is no longer available on Steam and GoG. Where am I going to find it ?

try this, but send a PM to Yatta first
https://forums.duke4...983#entry243983
0

User is offline   Yatta 

  • Pizza Lawyer

  #39

View PostHank, on 08 May 2016 - 12:13 PM, said:

try this, but send a PM to Yatta first
https://forums.duke4...983#entry243983


HQ3C-DTNH-NCAR-JEBU

KKRS-YCNX-28FM-98WS

7VVZ-XJPY-Y79L-N3FW

https://www.gog.com/redeem
0

User is offline   deuxsonic 

#40

You don't win people over by yelling at them. I can promise you this does not work. Some of you need to chill out and point people to where they can get it legally.
0

User is offline   F!re-Fly 

#41

I finally found the legal version of "Megaton Edition" I will eventually use eDuke32 and the "pirated" version I had, I deleted it. I can install add-ons, mods and TC. First, I would like to install the "Total Meltdown" mod. Will you tell me, or find it? Thank you !
0

User is offline   Lunick 

#42

The Total Meltdown mod hasn't been released.
0

User is offline   F!re-Fly 

#43

Shame ! I would have loved to play. I have a question. To start a mod or a TC in eDuke32, simply copy the GRP and CON files?
0

User is offline   blizzart 

#44

View Postleninjableu, on 29 May 2016 - 01:01 PM, said:

Shame ! I would have loved to play. I have a question. To start a mod or a TC in eDuke32, simply copy the GRP and CON files?


Yeah, that should work. Although the default CON files are already in the GRP file.
0

User is offline   F!re-Fly 

#45

I directly put the mod files "The Gate" it does not work. And for other mods, told me: "Run EDuke32 thesis with command line parameters" How those lines are made to execute ?
0

User is offline   blizzart 

#46

View Postleninjableu, on 29 May 2016 - 01:31 PM, said:

I directly put the mod files "The Gate" it does not work. And for other mods, told me: "Run EDuke32 thesis with command line parameters" How those lines are made to execute ?


For running mods and TCs with EDuke32 I recommend downloading the Addon Compilation here: https://forums.duke4...on-compilation/

In the readme file there are instructions on how to run everything with command line parameters.
0

User is offline   F!re-Fly 

#47

Good evening! Since I found the official version of the game, I have a little problem in Mapster32. I just added a new image in the DUKE3D.GRP file, and since Duke32 not recognize the game. How to play the game, with additional textures ? Even Mapster32, is not the added images. Thank you for your help.
0

User is offline   blizzart 

#48

View Postleninjableu, on 23 August 2016 - 10:32 AM, said:

Good evening! Since I found the official version of the game, I have a little problem in Mapster32. I just added a new image in the DUKE3D.GRP file, and since Duke32 not recognize the game. How to play the game, with additional textures ? Even Mapster32, is not the added images. Thank you for your help.


Can you explain what exactly you tried to do?

You can´t just put an image file into the GRP and expect it is shown in game or in Mapster. You have to put the texture into an ART file, so that it has a static tile number.
Otherwise you can use EDuke´s def-file-system, but still you have to define a tile number for that texture.
0

User is offline   F!re-Fly 

#49

Basically, I use the DEFS.CON file of the game, to put the tiles in "define" ? DEFS in the file, there is marked several times "define reserved" Is that I have to use textures ?
0

User is offline   F!re-Fly 

#50

I tried several methods for new enemy.

1. Put in the root folder Eduke32, the ART files "Carribean" (for example). Mapster32 recognize textures, but they are inanimate. I tried to include the ART file inside the original GRP file. Result, Eduke32 not find the game.

2. I myself have created an ART file with the BAFed tool. I transcribed one by one, the tiles Addon and I added the property "x and y offset" After I added the names of tiles in the file names.h. I added my file created in the GRP file. Result, Eduke32 not find the game.

3. it's the same result!

4. it's the same result!!!

5...

Frankly, I'm really dropped the guy. I completely do not know what to do step by step. If I could also understand how one accesses Eduke32 parameters for typed properties. Also, my notion of English is miserable. I'd really like that there is a tutorial that explains step by step, what to do. What I would like to do first is simple. Making maps of Duke, with additional monsters.

Thanks !
0

User is online   Mark 

#51

To make your new monsters do stuff you would need to add a lot of new code. But you can define your new monster tiles with the same tile numbers as an existing monster. That way the new monster will look like yours but will still act like the original one you replaced. Do your new monster sprites have the same number of tiles as an original one?

Do not use reserved tile numbers.
0

User is offline   F!re-Fly 

#52

Okay I understand better. But I guess we'll add codes in DEFS.CON and GAME.CON. Or the three files ? The only thing I can do, is adding new non-animated textures (TILE014 for exemple). Simply add the ART file to the eDuke32 root folder. I think I understood. For the new textures It works (and monsters) is to create its CON files with the appropriate codes and simply put the files in the eDuke32 root folder ? Without altering the original file GRP ?
0

User is online   Mark 

#53

Yes. Put your mymonster.con file in the root folder. At the beginning of the game.con file type in this line.... include mymonster.con

Of course, you can name the con file whatever you want to.
0

User is offline   F!re-Fly 

#54

Great ! However, I have one other little question. When I include in the file GAME.CON the line "MYMONSTER.CON" should I do in a GAME.CON file created by myself, so I have to do in the original file (GRP file) ?
0

User is online   Mark 

#55

You can have your modified copy of GAME.CON in the root directory too. It will over ride the one in the GRP.
0

User is offline   F!re-Fly 

#56

Interesting ! But how to know the exact number for the animation of a monster? In CON files, no tile number as 1680 (Liztroop) for exemple. When I'm just copying the command line for a monster for a custom CON file Eduke32 puts me errors.
0

User is online   Mark 

#57

I know only a little bit of con coding myself so hopefully someone else here can help you with that.
0

User is offline   F!re-Fly 

#58

Yes, thank you for everything. It would be nice if someone from the forum, a kind soul, wants to help me. Even reading the page confaq42, I have difficulty understanding the relationship between the codes and textures tiles numbers.
0

User is offline   F!re-Fly 

#59

Is the solution would these lines of code ?

// PREDATOR
dummytile 4818
animtilerange 4819
model
scale
skin
frame
0

User is offline   blizzart 

#60

View Postleninjableu, on 30 August 2016 - 03:31 AM, said:

Is the solution would these lines of code ?

// PREDATOR
dummytile 4818
animtilerange 4819
model
scale
skin
frame


With this code you can define a model within a .def-file.
Although it doesn´t make much sense because there isn´t really anything defined.

Here is an example of a static model without any animation:

dummytile 5404 128 128
model "highres/bf-models/2015/stump.md3" {
scale 1 shade 0
skin { pal 0 surface 0 file "highres/bf-models/2015/treebark.tga" }
frame { name "MilkShape 3D" tile 5404 }
}

0

Share this topic:


  • 3 Pages +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options