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I'm doing another EDuke32 standalone project. Here are my questions about CON  "Please help"

User is offline   zykov eddy 

#1

Hello everyone!
I'm resurrecting my old EDuke32 standalone project Sonic the Hedgehog 3D, and at the moment I'm trying to update it to the 2026 version of EDuke32, with mixed results. I'm also trying to add/fix stuff that I thought wadsn't possible when I developed this project in 2009-2014, but I'm really hoping that, by 2026, EDuke32 have been updated enough times that some of it finally become possible.

So, here are my questions about CON issues that I have.

Question 1:

Is there a way to transport the player from the main menu right into level 1 by choosing the New Game option, without having to go through episode and difficulty select screens?

Question 2:

Is there a way of lowering players's height, but without screwing up the FOV?

Question 3:

Is there a way to force the game to load a save file, without opening up the menu, and without using the load/quick load buttons (as they open the menu too)?
In 2012-2013, I simulated this by using "cmenu 1000 setplayer[THISACTOR].gm 1" commands combined with player pressing use, which resulted in the game loading the first save file. In EDuke32 2026 version, for some reason, that doesn't work anymore, instead it brings up a difficulty select menu.

Question 4:

How can I fix the bug when the player can't jump when walking down sloped sectors? This one is VERY important, as Sonic is a platformer, and jumping needs to be perfect.

Question 5:

Is there a way to change the names of the menu options in a stock Duke 3D menu? Also, is there a way to remove certain options, like save and load?

Question 6:

Is there a way to add screen distortion effects, like for example, when the player is underwater?
This effect has existed in Doom source for many years, so I'm really hoping that it's now possible to do in EDuke32 as well.

Question 7:

Is there a way to somehow change the instant sprite climbing mechanic? Like for example, when the player is falling, and player's head touches the edge of a flat sprite that's floating in the air, that instantly makes the player climb on top of the sprite, which makes zero sense to me

Question 8:

Is there a way to create a dynamic glint/flare effect on the screen, like from the sun or a very bright lamp?

Question 9:

Is there a way to turn off player sprite changing Z coordinates when in mid air? I don't remember this stuff being in 2000's EDuke, player's sprite was stationary then. In my project, this effect results in some very annoying glitches, like player's model flickering when jumping. If there's a flag that can temporary turn this stuff off when player's not on the ground, I would like to know.


There will be more questions in the future as development goes on.

This post has been edited by zykov eddy: 06 August 2026 - 10:05 AM

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User is offline   TerminX 

  • el fundador

  #2

1 should be possible, 2 is definitely doable, 3 is doable, 4 is doable, I think 5 is doable but I'm a bit hazy on the specifics at the moment, 6 can be done but it'd still be a in a janky, Duke mod kind of way, 7 is doable, 8 is doable, 9 needs more information to say one way or another--you can definitely override any of the player behavior but potentially not outright turn it off so that overriding it isn't needed.
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