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Reputation: 1206 My posts turn threads into gold
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Members
Active Posts:
2,490 (1.03 per day)
Most Active In:
Everything EDuke32 (650 posts)
Joined:
04-July 11
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Last Active:
User is offline Feb 20 2018 02:56 PM
Currently:
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My Information

Age:
Age Unknown
Birthday:
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Gender:
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Location:
Canada

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Posts I've Made

  1. In Topic: Problems adding attachments.

    02 January 2018 - 05:04 PM

    I think the file size limit is 10MB IIRC
  2. In Topic: What are you working on for Duke right now?

    27 December 2017 - 05:24 PM

    I love it!

    View PostMicky C, on 27 December 2017 - 04:30 PM, said:

    Looks interesting. How's performance?


    It'll render fast, but voxel enemies take up a lot of game memory. There is a certain limit to how many voxels EDuke can load, it's not a lot, but enough to pull this off if done very efficiently.
  3. In Topic: SWMapster32

    17 December 2017 - 12:08 PM

    I just built a driveable car with 30 sectors (the limit?) and it worked fine here. I never specifically fixed that issue, but I suspect it may have been caused by the default extras being different for sprites and walls in Mapster32 (-1) compared to SWMapster32 (2 or 0).

    You can grab the latest version here if you have time to check it out yourself. I'd love to get more feedback.
    github.com/D-Mc-2017/SWMapster32/releases
  4. In Topic: Shifting textures and sprites to different tiles

    15 December 2017 - 03:57 PM

    I would put conditions in to check before moving.

    eg.
        for i allsprites
        {
            ifvarg sprite[i].picnum 10
            {
                add sprite[i].picnum offset
            }
        }
    


    here is the list of script commands like ifvarg which is simply "if variable > #"
  5. In Topic: Shifting textures and sprites to different tiles

    15 December 2017 - 12:39 PM

    Yes, Mapsters m32 script will do this easily.

    Look at the wiki for help or read a.m32 in the samples folder.

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