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Reputation: 563 My posts turn threads into gold
Group:
Members
Active Posts:
1,464 (0.5 per day)
Most Active In:
Everything EDuke32 (956 posts)
Joined:
07-May 09
Profile Views:
15,046
Last Active:
User is offline Yesterday, 12:52 PM
Currently:
Offline

My Information

Age:
38 years old
Birthday:
February 25, 1979
Gender:
Male Male
Location:
Germany
Interests:
Languages, History, PC/Internet, Gaming (FPS, Action RPG, RPG), Drawing, TV Series (The Walking Dead, The Flash, Gotham, Scorpion)

Contact Information

E-mail:
Private
Website URL:
Website URL  http://hrp.duke4.net

Latest Visitors

Topics I've Started

  1. MIDI playback (still) broken

    07 September 2016 - 02:34 AM

    In latest EDuke32 builds, MIDI playback still seems to be broken.

    In E1L1, MIDI doesn't start playing before 2:14 minutes have passed, and then it's totally screwed, playing several times simultaneously and apparently even with wrong instruments.

    Build used: r5854 (x64)
    System: Windows 7 x64 SP-1, Intel Core i5/750 (2.67 GHz), 8GB RAM, nvidia Geforce GTX 960
    MIDI playback: Coolsoft VirtualMIDISynth v1.17.1.0 with Patch93's SC-55 soundfont v2.2
  2. Sprites on swing doors

    13 May 2016 - 12:41 AM

    I have a little problem with sprites attached to swing doors and wondered if anybody knows a solution.

    Let's assume you have a swing door (in my case one with two parts) and you want to put a sprite onto the door (or one half of it), let's say an "out of order" sign or something. What happens now when the swing door opens is that the sprite that was supposed to move with the door stays where it was before, i.e. at the position of the closed door.

    Is there a way to make the sprite move with the door (and ofc if so, how is it done)?
  3. Moving cutscenes to different episodes

    28 April 2016 - 01:59 AM

    I was wondering if EDuke32 allows to play cutscenes intended for specific episode slots in others.

    Examples:
    - Finale cutscene which is normally played at the end of episode 2 (Lunar Apocalypse) should play at the end of custom/empty episode slot 5.
    - Switch finale cutscenes of episode 2 (Lunar Apocalypse) and 3 (Shrapnel City).

    Can it be done and if so, how?
  4. Duke Nukem titles removed from GOG.com

    28 December 2015 - 04:24 PM

    Does anybody know why GOG.com will remove all Duke Nukem titles from its product lineup after Dec 31?

    For anybody who doesn't own Duke Nukem 3D yet, now it's a good time to "buy" it, if you can still call it like that. You get a 75% discount before it vanishes (same goes for any other title of the franchise, e.g. Manhattan Project).
  5. Redefining episodes/levels

    16 November 2015 - 01:11 AM

    A question to con specialists out there:

    Assuming I am redefining an episode with a custom con, e.g. one that looks like this:

    include game.con
    
    definevolumename 0 EPISODE NAME
    undefinevolume 1
    undefinevolume 2
    undefinevolume 3
    
    definelevelname 0 0 map1.map 00:00 00:00 MAP NAME #1
    definelevelname 0 1 map2.map 00:00 00:00 MAP NAME #2
    definelevelname 0 2 map3.map 00:00 00:00 MAP NAME #3
    


    If map3.map does not have a boss enemy, would the episode end due to EDuke32 not finding the next map of the episode (in this case E1L4.map) or would it follow USER.CON and continue anyway? In other words: Would a con file like the one above override USER.CON regarding level arrangement or is it just replacing map slots which have been redefined, still using all the others from the rest of the episode (if available) from USER.CON?

    I am asking this because currently I am using some code to stop the episodes from continuing in such cases and wonder if it's really required.

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