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DeeperThought
06-14-2006, 10:04 PM
I just downloaded Plagman's mirror of the XTR, and noticed that it came with duke3d_sd, which I have never used. Adding it as a parameter to my shortcut didn't do anything, so then I actually looked at it and noticed that it not only uses tiles014.art, which makes it incompatible with dukedc_hrp, but it has its own CON files, which makes it incompatible with my own mod.

First, I'm going to try it out and see how much I like it. Then, assuming it's good (and I have every reason to think that it is), I propose to move the tilenums to much higher numbers, so they won't interfere with anything. I also want to look into making the CON code more portable, so that it can easily be incorporated or used in conjunction with other mods (it may be quite portable already, but I haven't looked at it). But I won't do any of this if the mod authors object, or if someone else is already doing it.

Parkar
06-15-2006, 03:55 AM
Well, the mod was not done with compability in mind but feel free to do anything you like with it. What it does is fix a few problems with models, adds gore effects and new freezing effects.

Kristian Joensen
06-15-2006, 06:42 AM
This couldn't benefit from dummytiles could it ?

Parkar
06-15-2006, 07:27 AM
Well, it's a better choice then using art tile dummies but it does not solve the compability issue. Best choice when it comes to art is to use dummy tile and define the art at very high tile numbers. When it comes to con code there is no easy way to make it compatible as it does changes in the enemy actor code and a few other places. The good news is that pretty much all new code is in separate con files making that easy to incorporate in other mods.

NightFright
06-15-2006, 07:41 AM
It basically interferes with any mod/conversion using modified tiles014.art, so yes, it would definitely be welcome if an alternate approach could be found.

gt1750
06-15-2006, 07:48 AM
^ Duke DC HRP being an example... Igot used to sd_duke a lot, the game is less interesting without it.

Roger
06-15-2006, 08:47 AM
Technically you can't expect two CON mods to be able to mingle with each other if they both work on their own. CONs are not exactly modular because everything is specific.

DeeperThought
06-15-2006, 10:32 AM
Well, it's a better choice then using art tile dummies but it does not solve the compability issue. Best choice when it comes to art is to use dummy tile and define the art at very high tile numbers. When it comes to con code there is no easy way to make it compatible as it does changes in the enemy actor code and a few other places. The good news is that pretty much all new code is in separate con files making that easy to incorporate in other mods.

I looked at it for a few minutes last night, and it appears that most of the con code is in a file that just contains the various states and actors only used by the gore mod. That's good. The difficulty, as you point out, is that the standard actors must also contain code that uses these new states. It might be possible to move all this code to EVENT_GAME, but I can foresee some problems with that approach (e.g. if the original enemy code is left untouched, they will still call the normal jib states in addition to whatever is put in EVENT_GAME).

Only the latest eDuke32 has a dummy tile command, so it would be best to stay away from that. I think the first priority, then, would be manually move the art tiles up to much higher numbers. This would at least achieve compatibility with DukeDC.

After that, if you don't mind, I may want to have my own mod use the gore pack material. There are various ways I could go about this, but whichever way I used, I would of course give credit to you and whoever else was involved in the gore pack, and make it clear that it is also a separate mod.

Boinky
06-15-2006, 03:10 PM
Well, one thing that I think would be nice to have would be inheritance and virtual methods.. However I know that Duke isnt OO so that is out of the question, but if it was made to support such practices it would make Con code a lot easier to mod/port. Creating different pig cops for example would be like public Class PigCop : Enemy{ some code; public override MakeAttack(){ base.MakeAttack();} some more code; }
publc Class StripperPig : PigCop { actor code here; }
etc..
However Con code is mucho different.

gt1750
06-15-2006, 04:58 PM
I just played throug E2L9 and the final boss fight is impossible because i get less than 1fps due to egg jibs and blood stains everywhere. I tried to get rid of the jibs with explosions but that didn't help much. Can you imagine this when the boss is modeled? Someone should code no jibs and bloodstains for eggs.

DeeperThought
06-15-2006, 05:17 PM
I just used sd for the first time and had major low fps problems, which I do not have at all using the HRP. Maybe the combination of the new HRP + SD is overloading some of our video cards?

Telling certain actors not to jib would have to be done in CON and should be an absolute last resort. I think perhaps the jibs in sd should be somewhat less numerous for certain monsters, and perhaps should disappear after a short time. Maybe. On the other hand, maybe we just need to get better computers.

If you wanted you could go into the lines of the egg actor code that cause it to spawn jibs (or call the states that spawn jibs, or whatever) and just comment them out.

Edit: As I was saying, in case it isn't obvious... Open the main CON file and find "actor EGG". From there, find "state standard_jibs". Once you find that line in the EGG code, change it to

// state standard_jibs

Then the eggs won't jib unless you kill them when frozen.

Another thing you can do, short of just not using the blood and gore pack at all: find the code for "state standard_jibs" in your ORIGINAL game.con (it will be the first code that comes up when you search, because the state has to be declared before it can be called). Copy the code for this state. Then, paste the code into the main con file for the SD mod, but rename the state to "state original_jibs". Then where the EGG code calls state standard_jibs, change it to state original_jibs (and do the same for other actors if they cause too much trouble). So in your main sd con you will have:

state standard_jibs

blah blah blah (this is unchanged)

ends

state original_jibs

(the code pasted in from your original game.con)

ends

gt1750
06-15-2006, 05:49 PM
My computer isn't slow (AMD Sempron 2800+, 512MB RAM) however my GPU isn't somewhat powerful (ATI mobility Radeon x600 64MB). Even though, I had no problems with sd_duke before, unless there were some intense battles in usermaps. Even the E2L9 boss fight was ok after destroying all of the eggs. That changed after installing the HRP XTR and newest EDuke. Weird...

I might try the con changing later tomorrow. Thanks for help.

Boinky
06-15-2006, 05:57 PM
Sempron and not slow.. Laughs! all kidding aside my AMD X2 processor w/ a 6800 GT has hang ups on Duke as well :\.. Do you have precaching enabled or disabled?

DeeperThought
06-16-2006, 03:19 AM
Use the attached files (all inside of a zip) to make the Blood and Gore pack compatible with Duke it Out in DC. I have not tested it much at all, but it should work.

Follow these steps to install:

Open your old Duke3d_sd.zip

delete tiles014.art

replace it with the attached tiles021.art

also replace sd_defs.con, sd_user.con, and sd_duke.def with the attached copies

Finally, make sure that your duke3d.def file includes all of the following lines:

include duke3d_hrp.def
include dukedc_hrp.def
include sd_duke.def

I am referring to the duke3d.def that gets loaded LAST, because that one overwrites whatever other ones you may have loaded. For example, if dukedc_hrp.zip is the last thing loaded on your command line, make sure that the copy of duke3d.def inside of that zip has the include lines above.

Note that I put the episode information for Duke DC in sd_user.con, so Duke DC will appear as an episode in the start game menu, even if you don't actually have Duke DC.

5141 :cool:

The Commander
06-16-2006, 05:59 AM
Oh Damn, And I thought I downloaded Duke DC in 28 KB :D lol

DeeperThought
06-16-2006, 09:38 AM
Oh Damn, And I thought I downloaded Duke DC in 28 KB :D lol

Bad things would happen to me if I posted that.

You may notice that I moved the conflicting tilenums high enough so that it will be compatible with my own mod as well. When I get a chance, I'll rework my cons to make this happen.

Tea Monster
06-16-2006, 12:13 PM
Check out the thread on the gore pack mod. The makers were quite clear that playability, compatability and frame rate were never high priorities.

Gibs and gore a-go-go were the order of the day :-)

gt1750
06-16-2006, 12:19 PM
Well at least there should be a separate patch for adding gore and another one for frozen models, smoke and rotating commander corpse fix.

NightFright
06-16-2006, 01:29 PM
Note that I put the episode information for Duke DC in sd_user.con, so Duke DC will appear as an episode in the start game menu, even if you don't actually have Duke DC.
I donīt think thatīs necessary. DC episode has nothing to do with official episodes and should only appear when you actually use the group file. In case this can be done, change that, the rest will be tested.

*EDIT*
Bugfix regarding missing music in DukeDC with mod patch posted above: http://forums.3drealms.com/vb/showpost.php?p=322587&postcount=140

I will issue an updated build of the SD Duke mod (v1.02) next week on Wednesday with these changes. Together with the upcoming new DukeDC HRP, youīll be finally able to have the modded gore effects in the addon.

Dr. Kill
06-16-2006, 09:38 PM
Ahhh.... the bloodpack. I should start work again. I am tempted to wait till all the models and textures are done, though. That way I won't have to update every time new stuff is added. My HRP is so outdated.

NightFright
06-17-2006, 05:30 AM
Well you can get the new HRP (XTR) now - almost 50 MB new content! :) The only gore effects you might need to add is for the enemies still missing, which is the Protector Drone from Ep.4 and the boss enemies.

I recommend, however, you build your enhancements on latest SD Duke mod 1.02 Beta which I will issue next week, because thatīs oneīs "addon friendly". :)

DeeperThought
06-17-2006, 12:27 PM
Ahhh.... the bloodpack. I should start work again. I am tempted to wait till all the models and textures are done, though. That way I won't have to update every time new stuff is added. My HRP is so outdated.

I gather that you and Parkar are the main creators of the bloodpack. My impression from some of his posts is that Parkar has moved on and has no plans to work on it again. Am I correct in assuming that he did most of the coding?

Parkar
06-17-2006, 03:39 PM
Dr. Kill and Hellbound made the blood and gore pack and me and Hellbound made sd_duke. Blood and gore pack is just new bllod effects to the extreme while the sd_duke is suposed to be an enhancement to the HRP that is suposed to use polymost and eduke32 to add some extra effects, better animated enemies and anything else that can't be done without using con code.

As it is right now sd_duke is pretty much a dead project as I probably will not have enough time to finish it and I have not heard from hellbound for along long time. If anyone else wants to pick up where we left off feel free and I'll include it with the HRP as long as it stays close to what was intended from the begining. First thing that realy should be done is tweak or completely recode the gore system, the current one is way to over the top.

DeeperThought
06-17-2006, 04:45 PM
If anyone else wants to pick up where we left off feel free and I'll include it with the HRP as long as it stays close to what was intended from the begining. First thing that realy should be done is tweak or completely recode the gore system, the current one is way to over the top.

I didn't realize that these were two different projects. I just got a copy of sd_duke a couple of days ago and when I heard people talking about the "blood and gore pack" I thought it was the same thing (which seemed reasonable, seeing that sd_duke adds lots of blood and gore to the game).

I don't see why the gore system should be completely recoded, but I do think it is over the top in the sense that it puts a huge load on my computer and drops my fps greatly. I have a selfish interest in tweaking this, because I want to incorporate some of it into my own mod. It would not be difficult to reduce the number of actors spawned, and/or reduce the amount of time they stay in the game. Also, it might be possible to detect low fps conditions and have the modelled actors be replaced by sprites when fps gets low (I posted a question about this a few days ago, which I had hoped TX would respond to).

Dr. Kill
06-18-2006, 04:20 PM
Dr. Kill and Hellbound made the blood and gore pack and me and Hellbound made sd_duke. Blood and gore pack is just new bllod effects to the extreme while the sd_duke is suposed to be an enhancement to the HRP that is suposed to use polymost and eduke32 to add some extra effects, better animated enemies and anything else that can't be done without using con code.

As it is right now sd_duke is pretty much a dead project as I probably will not have enough time to finish it and I have not heard from hellbound for along long time. If anyone else wants to pick up where we left off feel free and I'll include it with the HRP as long as it stays close to what was intended from the begining. First thing that realy should be done is tweak or completely recode the gore system, the current one is way to over the top.

Yeah. The B&G pack is dead at the moment, too. I have lost my motivation. Hellbound quit work on the pack, and we had quite a few creative differences. He didn't like a lot of my more extreme "enhancements". I will eventually start a final version of the pack, but I think I'm going to wait til the HRP is finished.

As for it being "way to over the top", just wait til I start work on the pack again. :insomnia:

Eventually, I'll probably need a modeler, but that'll be a long way off.

Hellbound
06-18-2006, 04:36 PM
I didn't quit, Dr. Drunk :D I've just made a base mod for you (that version 1.00) :D

If anyone of you need some help with SD_Duke or B&G, just let me know via mail.

I'm not doing anything new right now, because I've got a shitload of work with some Polish (but available for everyone) mmorpg :D

Anyway, I had some new enhancement for SD, it was a diffrent shotspark's effects when shooting in wood, but lost it due to a format disk :/

Dr. Kill
06-18-2006, 05:00 PM
Well, whatever, you haven't been on much. When the HRP is finished, you should help me make the new pack. I'm not starting anything yet, cause I have no motivation, I drink a lot in the summer cause of the heat, and I'm applying for a job, so I'll have no time to make a new pack every time the HRP is updated.

DeeperThought
06-18-2006, 05:09 PM
Does the B&G pack contain any material (models,skins,sprites) that SD_Duke does not? I have SD_Duke, but I don't have B&G, and I'm wondering what the difference is exactly. (Parkar said something about this a few posts ago, but it wasn't very specific).

NightFright
06-18-2006, 05:22 PM
I think SD Duke also has the "frozen enemy" skins (those seen when you freeze an enemy with the Freezethrower). I donīt think B&G had this.

BTW: SD Duke Beta v1.02 on my site by next Wednesday. DukeDC compatible THX to DeeperThoughtīs modifications!

Parkar
06-18-2006, 05:29 PM
Does the B&G pack contain any material (models,skins,sprites) that SD_Duke does not? I have SD_Duke, but I don't have B&G, and I'm wondering what the difference is exactly. (Parkar said something about this a few posts ago, but it wasn't very specific).

Other then some diferent blood sprites I don't think there is anything in the b&g pack that is not in the sd_duke mod.

Dr. Kill
06-19-2006, 11:55 AM
I'm pretty sure that the generic meat chunks are not in SD. Also, SD doesn't have the pigcop and hooker jibs. The Pigcop jibs are my favorite by far. Especially with the code I made, so they flew really fast! :D

DeeperThought
06-19-2006, 12:04 PM
Um...this is like the Highlander. There can only be one. They need to be merged.

Hendricks266
06-19-2006, 12:25 PM
I could pick up the SD_Duke project. Besides, it would be good "practice" for me.

Dr. Kill
06-19-2006, 01:37 PM
Um...this is like the Highlander. There can only be one. They need to be merged.

You mean the B&G pack and the SD Duke project? No. They are too different. The SD Duke project was started cause some didn't like my extremely over the top gore in the B&G pack. The SD Duke project is meant to maybe add a couple of features blood and gore wise, but keep the original feel.

Mine is meant to add as much gore as is possible. In the final pack, there will be gore chunks for every character (including the robots in Babeland)... I'd make the bosses explode into gore if possible! Hell, once somone makes a good Doom marine model, I'll have someone cut it up into chunks, and I'll do the skinning.

DeeperThought
06-19-2006, 01:51 PM
Heh...it sounds like you may be regaining some of your lost motivation :)

Hudson
06-19-2006, 01:53 PM
Yeah man, I as well would like to see a new B&G version.

Hellbound
06-19-2006, 02:58 PM
I could pick up the SD_Duke project. Besides, it would be good "practice" for me.

Please, don't because someone has been already picked that up.

But I won't tell anything else ;)

NightFright
06-19-2006, 05:00 PM
Who would that be?

Hellbound
06-19-2006, 06:10 PM
Wait few days, please :D

Dr. Kill
06-20-2006, 09:39 PM
(looks around) ^ Hellbound has some good shit up his sleeve! :D Shh... don't let him know I told! :insomnia:

NightFright
06-21-2006, 06:43 AM
Yeheheargh! Someone from 3DR will continue SD Duke! *LOL* More rumors, guys! :)

Hellbound
06-21-2006, 07:20 PM
Dr. Kill, you are dead :D

GodBlitZor
06-21-2006, 07:50 PM
I Require Gore.

Hellbound
06-24-2006, 06:43 AM
Hey, I'll need some beta-testers for... quess what :D

NightFright
06-24-2006, 01:46 PM
Here is one.

GodBlitZor
06-24-2006, 01:50 PM
Me too! :D

Dr. Kill
06-24-2006, 02:55 PM
Yeah, I'll test it

Hellbound
06-24-2006, 03:39 PM
OK, as I thought. Believe me, or not, but I was counting on you (all three). Especially for ya Dr. Killah.

There are some conditions:
1) You have to keep everything in secret
2) Two of ya have to have worst computer than mine ( P3000, 512 ram, R9600)
3) You will not peace me off :D

OK, NO MORE TESTERS NEEDED.

I'll pack everything guys and send ya all PM's tonight (now it's night here). Our communication will be via PM's :D

Hellbound
06-24-2006, 04:35 PM
HEY! GODBLITZOR, make some space in your PM box !

NightFright
06-24-2006, 05:14 PM
My PCīs actually better than yours (P4/3.0 GHz, 1GB RAM, GF 6800), but never mind... ;)

Hellbound
06-24-2006, 05:36 PM
That's good.

Dr. Kill
08-08-2006, 05:05 PM
I have been working on adding some new blood splats. I still need to adjust the color, brightness, and transparency, but here's a look at what I'm doing:

http://img429.imageshack.us/img429/9526/newbloodsplatsxv7.th.jpg (http://img429.imageshack.us/my.php?image=newbloodsplatsxv7.jpg)

http://img329.imageshack.us/img329/9379/groundbloodgo6.th.jpg (http://img329.imageshack.us/my.php?image=groundbloodgo6.jpg)

The ground blood effects aren't big enough. I'll have to resize them, but haven't yet.

mmway
08-08-2006, 06:12 PM
mmmm.... nice blood!

DeeperThought
08-08-2006, 06:14 PM
I've heard that you made some nice pigcop jibs. Do you mind if I use them in my mod? I'll give you credit in my readme, of course. I don't need any code, just the models and skins.

Dr. Kill
08-08-2006, 06:29 PM
I've heard that you made some nice pigcop jibs. Do you mind if I use them in my mod? I'll give you credit in my readme, of course. I don't need any code, just the models and skins.

I did the skins, and I think it was Soul Collector that did the models. You can use em. I'll have to email em to you.

Dr. Kill
08-09-2006, 09:24 PM
I added transparencies to the new blood splats, and resized the ceiling and floor ones properly. It looks freakin sweet in game. Here's a few teasers. Enjoy!:

http://img301.imageshack.us/img301/9562/transparentbloodht9.th.jpg (http://img301.imageshack.us/my.php?image=transparentbloodht9.jpg)

http://img66.imageshack.us/img66/9715/transparentfloorbloodkj1.th.jpg (http://img66.imageshack.us/my.php?image=transparentfloorbloodkj1.jpg)

http://img301.imageshack.us/img301/6742/transparentwallbloodts9.th.jpg (http://img301.imageshack.us/my.php?image=transparentwallbloodts9.jpg)

And Hellbound, I need those things you added to the code.

Another Duke Fan
08-09-2006, 11:01 PM
I wish, I could leave MUCH clearer bloody footprints on the floor, when walking over blood though.... Would THAT be doable? The current bloody footprints seem kind of faint to me ;)

mmway
08-09-2006, 11:03 PM
Those look really good! Brings back some memories of Blood...

Anyway, I was wondering if the bloodsplats still spawn on top of each other, making it so they glitch around and display a different one on top depending on where you're looking at them from? Is there any way to fix that if it's still that way? That always bugs the hell out of me.

Dr. Kill
08-09-2006, 11:36 PM
I think it's Eduke that makes the blood splats not blend correctly. Not sure.

Dr. Kill
08-09-2006, 11:37 PM
I wish, I could leave MUCH clearer bloody footprints on the floor

I'll see what I can do. :)

Hellbound
08-10-2006, 05:07 AM
Hey, I've just pm'ed you that whole shit. I thought that staying shells will be an exclusive part of Prison TC but I've decided to be good human :D

And make this blood less orange.

DeeperThought
08-10-2006, 11:15 AM
I thought that staying shells will be an exclusive part of Prison TC but I've decided to be good human :D

Ground shells are one of those things that most people would want in their mods. I'm pretty sure there are other (perhaps unreleased) mods that already have them.

Dr. Kill
08-10-2006, 11:18 AM
Just tried the stuff Hellbound sent me. It's great! Lots of kick ass effects. Now I have to combine that with what I already have. Probably won't release it til the next HRP is released, though, cause I am missing so much stuff!

Hellbound
08-10-2006, 05:10 PM
Ground shells are one of those things that most people would want in their mods. I'm pretty sure there are other (perhaps unreleased) mods that already have them.

Yes, and because of that all those mods are unrelased, those staying shells would be exclusive :D

Dr. Kill, hehehe, how is your framerate?

You've got something called messcleaner it's against EVENT_TURNAROUND

DeeperThought
08-10-2006, 05:50 PM
Yes, and because of that all those mods are unrelased, those staying shells would be exclusive :D


Watch out, though. I could easily make my own, and as you know I frequently post updates to my mod ;)

Hellbound
08-10-2006, 06:22 PM
No, please don't :D Mercy!! :D

gt1750
08-11-2006, 03:33 AM
Personally, I would prefer:

-disappearing bloodstains
-disappearing jibs
-disappearing shells

Playing E2L9 is now impossible due to framerate lower than 1 fps.

Dr. Kill
08-11-2006, 12:26 PM
I will fix these problems.

Hellbound's new mod gets bad frame rates. I must optimize it. I bet he never used qspawn (to make things go away when the limit is full). :rolleyes:

The only problem is, I just got hired for a full time job, and may have no more time for the gore pack. :( I'll have Friday and Saturday off, but I'll want to do more exiting things than muttle through code.

I might have to pass the torch, as much as I don't want to. This sucks, but at least I'll be gettin money. New pc and HDTV, here I come! :D

DeeperThought
08-11-2006, 01:03 PM
I'll have Friday and Saturday off, but I'll want to do more exiting things than muttle through code.

You may feel differently once you have settled into your new job. But if you find that you have no desire to spend your free time coding, then you probably have no real passion for it anyway.

Dr. Kill
08-11-2006, 01:06 PM
We'll see. Also, the release of a new HRP would boost my spirits for coding. ;)

Hellbound
08-11-2006, 03:04 PM
I wanna see some screens with your blood + my additions. Please, show 'em ! :D

Dr. Kill
08-11-2006, 04:30 PM
(this is with my code, not Hellbound's)

I have a strange error. It seemed when I shot the blood on the wall, it spawned more blood? WTF?! Here's a pic of the blood stained wall! :D

http://img125.imageshack.us/img125/1478/wallofbloodua3.th.jpg (http://img125.imageshack.us/my.php?image=wallofbloodua3.jpg)

DeeperThought
08-11-2006, 04:33 PM
A look at the relevent code would be more useful than a screenshot. Is your blood an actor? If so, then its actor code would be the first place to look.

DeeperThought
08-11-2006, 08:12 PM
I did the skins, and I think it was Soul Collector that did the models. You can use em. I'll have to email em to you.

Those pigcop jibs are great! And the models are .md3, so they can pitch and roll realistically when flying through the air.

The problem with all these great jibs is, now I want to blow up all the enemies and there aren't enough explosives. I even find myself going back and blowing up bodies, just to see the jibs flying around. Then sometimes I blow up the jibs to see them break up into smaller jibs and fly around. It's sick :D

Hellbound
08-12-2006, 04:34 AM
No, it's not sick, it's normal :D

Dr. Kill
08-12-2006, 09:26 AM
sounds like some good work. Maybe it will find it's way into the gorepack one day (I'll give credit) ;)

Dr. Kill
08-12-2006, 09:28 AM
A look at the relevent code would be more useful than a screenshot. Is your blood an actor? If so, then its actor code would be the first place to look.

This is a modded version of the SD Duke mod, so I have no clue. I can't even recognize the code enough to understand it any more. I'm still used to my jumbled, crappy code. :D

I think Hellbound's new mod has this error, too.

Hellbound
08-12-2006, 04:53 PM
No it hasn't :D

Dr. Kill
08-12-2006, 05:59 PM
No it hasn't :D

Yeah, it does. :rolleyes:

Hellbound
08-12-2006, 06:11 PM
can you exactly describe the prob ?

I bet that it's in shotsparks code :D

Dr. Kill
08-12-2006, 07:54 PM
might not be, cause when I first encountered this problem, I was using a version of the code before your latest additions. Whatever. Figure it out another day

Dr. Kill
09-11-2006, 10:16 PM
Like I figured, I unfortunately have no time for the blood and gore mod. I've been too busy with work. When I get a pc that's worth a damn, I'll probably get working on the mod again, but until then, I don't know. :(

Ras
09-12-2006, 12:57 AM
Here's what eduke32.log reports when I run the SD mod:

Warning: backwards tile range on line sd_alphahacks.def:30
Warning: Failed including sd_duke/firsperson_fix.def on line sd_duke.def:2

Any idears?

Edit: Okay, I fixed them. That was fairly straightforward. In case anyone else wants to fix them, the line in the sd_alphahacks.def file was:

alphahackrange 2381 1382 -1

and should be:

alphahackrange 1382 2381 -1

And the line in sd_duke.def should be:

sd_duke/ice/firstperson_fix.def

Do I have an older version? I can't be the first one to have noticed this.

Hendricks266
09-12-2006, 04:17 PM
Alphahacks are no longer needed.