NightFright, on 11 September 2018 - 10:40 AM, said:
Using multiple mods in the autoload dir can be problematic. The voxel pack and the fixes both use duke3d.def files, if I am not mistaken. EDuke32 will only load the last duke3d.def, game.con or eduke.con in the file load list, it's not cumulative.
A solution would be to create a new duke3d.def file, put the contents of all the other duke3d.def files you wanna load inside, save, zip it and name the zipfile so that it's the last file loaded in autodir by alphabetical order.
And: If it works, you would just see the widescreen statusbar ingame (provided your screen size is set up correctly), there wouldn't be any menu option for it.
That's exactly what I did, it's how I merged the voxel stuff with the fixed skyboxes in the fixes file. My duke3d.def is:
// Duke3D Voxels v1.21
include duke3d_maphacks.def
include duke3d_voxels.def
// Duke3D Fixes v1.21
// Duke3D 1.3D Redfont (by SwissCM)
//include redfont13.def
// Classic Skyboxes (by Fox)
include skyboxes.def
//include skyboxes_dc.def
//include skyboxes_vaca.def
// Widescreen statusbar (by Fox)
tilefromtexture 2462 { file "tiles/2462.png" }
And within that same zip, there is a "tiles\2462.png" entity. I see the .def uses NIX convention of forward slashes, should I change it to
{ file "tiles\2462.png" }
for my windows system?
Perhaps one wrench in this is that I'm using a 16:10 resolution, not a 16:9. But the game isn't smart enough to know about the extra vertical pixels afaik, it should just care that the screen is wide enough to use 2462.png.
edit: I'm a bit unclear on how the status bar would "just load" when eduke + Megaton provides a selection of status bars to use inside the game. Wouldn't those supersede this bar? in settings.cfg should I set
hud_althud "1"
to
hud_althud "0"
? what about
hud_statusbarmode "1"
?