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Old 08-19-2008, 03:49 AM   #921
ilovefoxes
Re: EDuke32 thread part 2
And a easy way to simulate a Multiplayer, with AI or not.
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Old 08-19-2008, 06:37 AM   #922
dcxboxfreak

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Re: EDuke32 thread part 2
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Originally Posted by ilovefoxes View Post
And a easy way to simulate a Multiplayer, with AI or not.
Yeah, with botmatch and such.
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Old 08-19-2008, 07:14 AM   #923
TerminX

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Re: EDuke32 thread part 2


Not sure how I feel about this yet... seems to make sense to consolidate two configuration pages with a bunch of empty space into one. Thoughts?
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Old 08-19-2008, 07:16 AM   #924
XTHX2

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Thumbs up Re: EDuke32 thread part 2
Well, at least all those spaces had some use
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Old 08-19-2008, 07:21 AM   #925
supergoofy

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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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Old 08-19-2008, 07:23 AM   #926
TerminX

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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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Old 08-19-2008, 07:26 AM   #927
supergoofy

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Re: EDuke32 thread part 2
great news, thanks a lot
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Old 08-19-2008, 08:04 AM   #928
XTHX2

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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 )
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Old 08-19-2008, 10:02 AM   #929
DeeperThought

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Re: EDuke32 thread part 2
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Originally Posted by XTHX2 View Post
(Coding it in CON would be a pain in the ass
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).
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Old 08-19-2008, 10:29 AM   #930
XTHX2

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Re: EDuke32 thread part 2
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Originally Posted by DeeperThought View Post
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).
Well, then I'll just check your code to understand the logic of it. Thanks. (I really want to code my own )

EDIT : Found it. Hmm, it was posted by Hendricks actually. Are you sure that you've posted the code there? (Maybe I'm missing)
Last edited by XTHX2; 08-19-2008 at 11:03 AM.
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Old 08-19-2008, 03:25 PM   #931
ilovefoxes
Duke Nukem Re: EDuke32 thread part 2
Quote:
Originally Posted by XTHX2 View Post
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 )
There is a logic that allow you to do it very well using ifangdiffl and ifp pfacing, but it's a little hard.
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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Old 08-19-2008, 04:10 PM   #932
DeeperThought

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Re: EDuke32 thread part 2
Quote:
Originally Posted by XTHX2 View Post
Well, then I'll just check your code to understand the logic of it. Thanks. (I really want to code my own )

EDIT : Found it. Hmm, it was posted by Hendricks actually. Are you sure that you've posted the code there? (Maybe I'm missing)
It's a pretty common request and there are several different versions of it that have been posted. I know I posted one somewhere. Here is one posted by Hunter_Rus. It was posted in response to a question about projectiles, but it's the same thing.
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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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Old 08-20-2008, 05:20 PM   #933
johndough

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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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Old 08-20-2008, 06:13 PM   #935
johndough

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Re: EDuke32 thread part 2
How do I specify co-op or deathmatch? That page doesn't say.
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Old 08-20-2008, 06:27 PM   #936
The Commander

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Re: EDuke32 thread part 2
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Originally Posted by johndough View Post
How do I specify co-op or deathmatch? That page doesn't say.
*sigh*
You can do it once ingame.
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Old 08-21-2008, 05:03 AM   #937
johndough

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Re: EDuke32 thread part 2
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*sigh*
You can do it once ingame.
Yeah, I just figured I could do it the command line so I wouldn't HAVE to do it in the game.
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Old 08-21-2008, 06:09 AM   #938
dcxboxfreak

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Re: EDuke32 thread part 2
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Originally Posted by johndough View Post
Yeah, I just figured I could do it the command line so I wouldn't HAVE to do it in the game.
It's just easier in game. In game you can choose whatever you want: Deadthmatch, Co-op, Wich map/episode, etc. Oh, well...
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Old 08-21-2008, 12:19 PM   #939
XTHX2

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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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Old 08-21-2008, 03:03 PM   #940
DeeperThought

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Re: EDuke32 thread part 2
Quote:
Originally Posted by XTHX2 View Post
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
If the music is defined as a sound, rather than level music, then you can use ifsound to check that.
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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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Old 08-21-2008, 03:07 PM   #941
XTHX2

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Re: EDuke32 thread part 2
Quote:
Originally Posted by DeeperThought View Post
If the music is defined as a sound, rather than level music, then you can use ifsound to check that.
I thought about it but when you press ESC and go to menu, the music stops and ruins everything
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