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#921 |
Re: EDuke32 thread part 2
And a easy way to simulate a Multiplayer, with AI or not.
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#922 |
Re: EDuke32 thread part 2
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#923 |
Re: EDuke32 thread part 2
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#924 |
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Well, at least all those spaces had some use
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__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#925 |
Re: EDuke32 thread part 2
Termix just question: Why don't you include setup.exe in the eduke32 snapshot zip file?
Anyway, about the startup window: Can you also add Sound configuration menu to the startup window? |
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#926 |
Re: EDuke32 thread part 2
Setup.exe has no purpose in regards to EDuke32 anymore. The next snapshot has a new sound configuration menu built in to it which lets you select things like sampling rate/size and voices in-game, so nothing is really needed for audio in the startup window either.
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#927 |
Re: EDuke32 thread part 2
great news, thanks a lot
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#928 |
Re: EDuke32 thread part 2
Can I request an enhancement like thing to a command? It's ifcansee command. Maybe create a command like that it's up to you but I got this idea;
the normal ifcansee command occurs (in case of monsters) even if the monster isn't facing player. Can you make it apply when they face the player? A command like ifenemycansee or like that... (Coding it in CON would be a pain in the ass, I've been thinking about the possibilities ![]()
__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#929 |
Re: EDuke32 thread part 2
No it's not. It's just a few lines of code and I posted them in the con coding thread (I think it was part 1 of the thread, last year).
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#930 | |
Re: EDuke32 thread part 2
Quote:
![]() EDIT : Found it. Hmm, it was posted by Hendricks actually. Are you sure that you've posted the code there? (Maybe I'm missing)
__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod.
Last edited by XTHX2; 08-19-2008 at 11:03 AM.
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#931 | |
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Try this code out anyway, look at the enemies from the video rooms in Red Light District. Basically I tried to make Duke enemies works like Wolfenstein or Doom where they only target you if they are facing you. |
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#932 | |
Re: EDuke32 thread part 2
Quote:
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#933 |
Re: EDuke32 thread part 2
Is it possible to create/join a multiplayer game using only the command line?
If so, how do I do it? What are the commands? |
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#934 |
Re: EDuke32 thread part 2
Yes, it is... see http://static.jonof.id.au/modsuppt/j...ml#multiplayer
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#935 |
Re: EDuke32 thread part 2
How do I specify co-op or deathmatch? That page doesn't say.
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#936 |
Re: EDuke32 thread part 2
*sigh*
You can do it once ingame.
__________________
I Know Everything There Is To Know About Anything. Duke Nukem Red Alert SVN Ask Me Anything! |
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#937 |
Re: EDuke32 thread part 2
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#938 |
Re: EDuke32 thread part 2
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#939 |
Re: EDuke32 thread part 2
Ok, I need a simple command, I don't know if this is possible with CON's... Is there any command to detect if the music is finished? For example, I want to know when a music has finished playing then I'll play another music after it... How can I do that? It would be useful... this time it really could be useful
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__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#940 | |
Re: EDuke32 thread part 2
Quote:
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#941 | |
Re: EDuke32 thread part 2
Quote:
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__________________
---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#942 |
Re: EDuke32 thread part 2
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