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Reputation: 7 Neutral
Junior Members
Active Posts:
36 (0.02 per day)
Most Active In:
Everything EDuke32 (24 posts)
22-December 13
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Last Active:
User is offline Dec 15 2015 03:14 PM

My Information

28 years old
April 20, 1991
Male Male
United States

Contact Information


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Topics I've Started

  1. Can anyone identify this map?

    15 December 2015 - 01:24 AM

    I forgot where and how I downloaded it ages ago but it's a really nice map apart from the low FPS outside. Thanks.

    Attached File  unknown.zip (126.51K)
    Number of downloads: 123
  2. "Pimp My Pistol" - Gold Pistol Texture Pack (HRP Oldguns)

    22 November 2015 - 09:06 AM

    EDuke32 HRP's Oldguns
    "Pimp My Pistol"
    Gold Pistol Texture Pack

    LAST UPDATED: 11-25-2015

    I. Full readme with install instructions and credits:


    II. Preview of slides (numbers correspond to those in the readme):

    Attached File  preview.jpg (439.87K)
    Number of downloads: 416

    III. Download (hosted on TinyUpload, too big now to add as attachment):


    Thank you and enjoy!
  3. Infinite ammo in EDuke32?

    21 November 2015 - 05:11 AM

    I was wondering if there is a simpler non-hacky way to enable it for having fun and messing around, or testing maps for example. I couldn't find any cvar or command built-in to EDuke to do it. Maybe one could be made? Anyway this is what I'm doing at the moment.

    Right now I have three script files set up. They are named "infammo_enable.cfg", "infammo_disable.cfg", and "infammo_shoot.cfg" for ease of sorting. In my "settings.cfg" I have bound Kpad8 to exec the enable script and Kpad9 to exec the disable script.

    The enable script contains:
    bind mouse1 exec infammo_shoot.cfg

    That script then contains:
    give ammo

    Then the disable script contains:
    unbind mouse1

    The resulting effect is that every time mouse1 is held, it constantly execs the shoot script and it fires and then adds full ammo. Unbinding mouse1 thankfully only unbinds it from the key-related binds and MouseButton0 (left mouse) still remains as Fire to the game under the "eduke32.cfg", so I can still shoot even after unbinding.
  4. Quick texture fix please

    16 November 2015 - 09:10 PM

    I'm making my own golden skin recolor for the HRP override and in doing so I broke the transparency for the muzzleflash. Could someone fix it for me pretty please? The first link is my custom one and the second image link is the original that I'd like the muzzleflash from. I know I could do it myself but I used MS Paint and I have no editing software because I'm a lazy bum. Surely it would take one of you guys a few seconds to do. Please someone.

    My custom one (needs fix): http://i.imgur.com/sSzzewQ.png
    Original to get the muzzleflash from: http://i.imgur.com/aJ3Fhqb.png

    Thank you if you can help real quick. ;)
  5. Sky visible through map

    08 November 2015 - 05:35 AM

    Not sure if I noticed this before or if it was always there, but this just came to my attention. In some places, if you sit a certain way in a very specific place, you can see the skybox through the map and it always happens long a line on the map. This can happen even while just walking through the map as normal. The following screenshots demonstrate the effect.

    In the ducts in E1L4 Toxic Dump:
    Attached File  duke0000.jpg (59.62K)
    Number of downloads: 149 Attached File  duke0001.jpg (55.85K)
    Number of downloads: 159

    Near the final area in E1L5 The Abyss:
    Attached File  duke0003.jpg (117.33K)
    Number of downloads: 149 Attached File  duke0004.jpg (108.49K)
    Number of downloads: 145

    There's also this... I have a feeling it's normal but I want to be sure. The door right before the above shots overlaps with itself, as seen below:
    Attached File  duke0002.jpg (69.28K)
    Number of downloads: 144

    I am on EDuke32 version 2.0.0devel r4214. I'm sure it's very old by now. Here's a log file of me starting up EDuke32:
    Attached File  log.txt (1.69K)
    Number of downloads: 93

    And finally here's my specs:

    Windows 7 Home Premium (64-bit)
    Intel Core i7-4820K Quad-Core 3.70 GHz
    16GB (4GBx4) DDR3/1866MHz Quad Channel Memory
    AMD Radeon R9 270X 2GB GDDR5


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