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Old 12-03-2007, 12:53 PM   #561
DeeperThought

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Re: SD_Duke v. 1.00 !!!
I think it is supposed to be:

ifmultiplayer spriteflags 16

Because spriteflags 16 prevents teleporting and you want that prevented only in multiplayer.
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Old 12-08-2007, 04:20 PM   #562
NightFright

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Re: SD_Duke v. 1.00 !!!
Got email-flooded by someone claiming that the Battlelord in E3L8 "Hotel Hell" would ignore player, shooting anywhere but not at him. Since I cannot imagine it's HRP-related, maybe something in SD_Duke scripting could cause this.

It seems it's only happening on that map, so I don't expect anyone to find a solution... but maybe I am wrong.
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Old 12-08-2007, 04:37 PM   #563
Hunter_rus

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Re: SD_Duke v. 1.00 !!!
SD_Duke doesn't alter the gameplay.
I don't know what can cause such behavior and I can't reproduce it. Maybe I'm missing something.
It could be a good idea to ask his/her log. So there would be some information to work with.

What did you mean by "email-flooded"? Though I think it isn't important.
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Old 12-08-2007, 04:48 PM   #564
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Re: SD_Duke v. 1.00 !!!
email flooding is when you keep getting emails from the same person about the same thing. It is borderline spamming. . .

I don't see how a poor Battle Lord AI could be SD_Duke's fault. It doesn't sound like it is a mod's fault. You can trick the AI into all sorts of things in many games, even the newer ones. I imagine that they stumbled upon a glitch in how they moved, etc.
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Old 12-08-2007, 05:03 PM   #565
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Re: SD_Duke v. 1.00 !!!
Problem is this guy sends me screenshots, 3.5mb attachments. You just see the Battlelord there firing against a wall inside the hotel, so it doesn't really contribute to solving the problem. However this guy sends me this mail with attachment about 7-10x at once so my mailbox is full immediately. And when I delete the stuff, he sends the whole thing again. I replied now, but if he doesn't stop I need to block him.

I remember having that issue on that specific map, too (outside the hotel entrance). However I think it's rather minor - indeed you should be glad when those bastards ignore you for a change! What really pisses me off is when such guys bug me (or anyone) with such "issues" of tertiary importance.
Last edited by NightFright; 12-08-2007 at 05:09 PM.
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Old 12-09-2007, 12:11 AM   #566
Searinox

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Re: SD_Duke v. 1.00 !!!
The battlelord in E3M8 has been doing that ever since I first gave HRP a try. He's actually firing directly at you, and moving in the right direction. However, his model is always rotated 90 degrees to the right and he's never looking directly at the player. Running latest HRP it's still happening.
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Old 12-09-2007, 12:51 AM   #567
DeeperThought

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Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by Searinox View Post
The battlelord in E3M8 has been doing that ever since I first gave HRP a try. He's actually firing directly at you, and moving in the right direction. However, his model is always rotated 90 degrees to the right and he's never looking directly at the player. Running latest HRP it's still happening.
Just did a quick run through of that map with the latest HRP update and none of the battlelords had that problem. Can you pinpoint the exact location of the map where this is supposed to occur? A screenshot in mapster 2D mode with the area highlighted (right alt) would be ideal.
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Old 12-09-2007, 03:27 AM   #568
Hunter_rus

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Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by Searinox
He's actually firing directly at you, and moving in the right direction. However, his model is always rotated 90 degrees to the right and he's never looking directly at the player.
I haven't checked it yet.
But my first idea is "maphack".

EDIT
Yes, it's the maphacks.
Code:
'E1L1.MHK', sprite:  292, picnum:    1, XY:( 11520, 42752)
'E1L3.MHK', sprite:   35, picnum:    1, XY:( 48896, 25344)
'E1L5.MHK', sprite:  951, picnum: 1820, XY:( 37120, 54528)
'E1L5.MHK', sprite:  839, picnum:    7, XY:(-55936, 35520)
'E1L6.MHK', sprite:  652, picnum:    5, XY:( 23552, 37632)
'E1L7.MHK', sprite:  292, picnum:    1, XY:( 18432, 40448)
'E1L7.MHK', sprite:  288, picnum:    1, XY:( 35840, 37376)
'E2L4.MHK', sprite:  234, picnum: 1079, XY:(  -704,  -160)
'E2L4.MHK', sprite:   37, picnum:    7, XY:(  1856, -2336)
'E2L5.MHK', sprite:  123, picnum:    1, XY:( 48384,-13056)
'E2L5.MHK', sprite:  325, picnum:  675, XY:( 13312,  7680)
'E2L6.MHK', sprite:  495, picnum: 2370, XY:(  6400,     0)
'E2L8.MHK', sprite:  355, picnum: 2060, XY:( 38656, 11648) Dead pigcop
'E2L8.MHK', sprite:  371, picnum: 2060, XY:(  2304, -4992) Dead pigcop
'E2L9.MHK', sprite:    5, picnum:    3, XY:( 22912, 22272)
'E3L1.MHK', sprite:  122, picnum:    1, XY:( 25280,-39456)
'E3L1.MHK', sprite:  411, picnum:    1, XY:( 32512,-17024)
'E3L5.MHK', sprite:  306, picnum: 1341, XY:( 43776,   768)
'E3L8.MHK', sprite:  191, picnum: 2631, XY:( 46336,-53504)
'E3L8.MHK', sprite:  882, picnum: 1267, XY:( 32672,-49632)
'E3L8.MHK', sprite:  612, picnum: 2630, XY:( 38912,-46080)
'E4L4.MHK', sprite:  598, picnum:    1, XY:( 13888,  3968)
'E4L4.MHK', sprite:  761, picnum:    3, XY:( 33792,  9984)
'E4L5.MHK', sprite:  889, picnum:    1, XY:( 16960, -9824)
'E4L7.MHK', sprite:  171, picnum:  621, XY:( 33024, -3328)
'E4L8.MHK', sprite:  752, picnum:  502, XY:( 39808, -6943)
Also the ducks at the "Babe Land"(E4L4.MAP) need maphacks. Keep in mind, those ducks disappear for the latest official EDuke32.exe
Attached Images
File Type: jpg badmaphacks.jpg (67.1 KB, 31 views)
Last edited by Hunter_rus; 12-09-2007 at 03:46 PM.
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Old 12-26-2007, 07:24 PM   #569
NightFright

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Re: SD_Duke v. 1.00 !!!
Something should be done about the painskins for the alien troopers. Red ones turn blue when shot etc. All available skin palettes are included in HRP, please use them, make appropriate painskins for each of them and map them correctly.
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Old 01-10-2008, 06:06 PM   #570
Radar1013

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Re: SD_Duke v. 1.00 !!!
Well, i was playing Duke3D and i thought of something. I'm not sure if these things have been implented but heres what i got to say.

You know how when you step on a monster that has been shrinked with the shrinker, it spawns jibs that fly everywere and than dissapear? What would be cool is if the jibs that it spawns will fall on the ground how it usually does in SD_Duke, but the jibs that it spawns will appear mini.

Also, you know how when you kill a trooper thats in the air with it's jetpack and it falls couple stories to the ground? Well, what would be cool is if when you kill a trooper or any other monster that gets killed and than falls a couple stories, the model of the monster should change to a different model that is the same monster but with broken limbs, cracked head, etc.

Also, whenever you kill a slimer egg that hasn't hatched yet, it spawns jibs. Since all it is; is an egg with a slimer in it, were do the jibs come from? That should be changed.

Hopefully, these things will be put in SD_Duke.
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Old 01-16-2008, 12:12 PM   #571
Hunter_rus

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Re: SD_Duke v. 1.00 !!!
SD_Duke package structure should be changed.

The structure:
Code:
sd_duke.zip        (add "duke3d.def" from the attachment)
sd_duke.bat                         (from the attachment)
sd_duke(DukeDC).bat                 (from the attachment)
autoload\duke3d.grp\AtomicCONs.zip  (from the attachment)
autoload\duke3d.grp\sd_duke.grp
The goals:
* Supports shareware and v1.3 game.
* Simple installation. Just unpack the package into the game folder.
* Abbility to run the regular game without the mod(sd_duke.zip isn't in the autoload folder).
* Preserves the initial structure so that it is hard to screw up the installation.

When a new package is uploaded, the instruction should be changed as well.

EDIT
A user mistake is still possible:
When one uses DukeDC, one should put the "xp_dukedc_hrp.zip" file into the "autoload\duke3d.grp", not just "autoload".
Attached Files
File Type: zip pre29.zip (21.0 KB, 10 views)
Last edited by Hunter_rus; 01-17-2008 at 12:08 AM.
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Old 01-16-2008, 11:42 PM   #572
DeeperThought

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Re: SD_Duke v. 1.00 !!!
Perhaps for the next Duke Plus update I will use the same structure. But there are still possible conflicts due to autoload, because people can put zips from different mods in there. In my opinion, what people SHOULD do to eliminate confusion is create a new directory for each mod. The only files that take up a lot of space are the HRP zips, and these can be moved around depending on which directory you are using (that's what I do).
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Old 01-17-2008, 06:54 AM   #573
NightFright

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Re: SD_Duke v. 1.00 !!!
I can confirm that following E3L8 hacks are wrong and will be removed:
191/612 (Battlelord sentries), 882 (rat)
These cause weird Battlelord behavior. As for E4L4, I never noticed the ducks were aligned incorrectly. Considered they are not modelled, too...
But the E2L8 hacks for the dead pigcops should really stay where they are. Otherwise, they clip into start room wall or only barely lie on the operation table.
Last edited by NightFright; 01-17-2008 at 10:05 AM.
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Old 01-17-2008, 06:58 PM   #574
king karl

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Re: SD_Duke v. 1.00 !!!
would it be possible to have the slimer leave a trail of slime as it moves? that be awsome
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Old 01-17-2008, 08:15 PM   #575
Radar1013

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Re: SD_Duke v. 1.00 !!!
I thought it all ready did.
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Old 01-17-2008, 11:45 PM   #576
DeeperThought

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Re: SD_Duke v. 1.00 !!!
Slimers don't look to me like they would leave a visible trail.
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Old 01-18-2008, 09:32 AM   #577
Hunter_rus

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Re: SD_Duke v. 1.00 !!!
What surface was he on?
I can see the trail pretty well at the _ZOO.MAP
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Old 01-20-2008, 03:23 AM   #578
Hellbound
 

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Re: SD_Duke v. 1.00 !!!
Yeah, I did that slime trail already, it's quite transparent, but visible and it's one of my favourite effects SD_Duke
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Old 01-22-2008, 03:54 AM   #579
Jason333
Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by NightFright View Post
Something should be done about the painskins for the alien troopers. Red ones turn blue when shot etc. All available skin palettes are included in HRP, please use them, make appropriate painskins for each of them and map them correctly.
Hi,
is there any news / solution about this color-switching (32bit polymost)? If not, how can I disable the painskins without touching the other features of SD_Duke?

Thanks, Jason
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Old 01-22-2008, 06:15 AM   #580
Hunter_rus

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Re: SD_Duke v. 1.00 !!!
Firstly check out my signature(your is the branch #2).

You're using an unofficial EDuke32 snapshot and it still has the bug. These snapshots are vital for some mods(DukePlus, Naferia's Reign: Invasion of the Dark Mistress) and work fine with them, because they don't use the painskins. I didn't want to release a new fixed unofficial EDuke32 because I was expecting the official EDuke32 release.

OK. I have to release a new unofficial snapshot. It's here.

Note that SD_Duke still will have to be changed when the palmaps will be in use.
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Old 01-22-2008, 01:38 PM   #581
Jason333
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Quote:
Originally Posted by Hunter_rus View Post
Firstly check out my signature(your is the branch #2).

You're using an unofficial EDuke32 snapshot and it still has the bug.
Thanks for the tip. I used the EDUKE32 MUSIC PACK from here http://hrpupdate.duke4.net/downloads.html
It was stated, that this is based on the EDuke32 music mod by Hunter_rus (build 9c), based on EDuke32 snapshot v2007-09-01, which should be the last official release.
Anyway, I use the original one now an the problem is gone.

Quote:
Originally Posted by Hunter_rus View Post
OK. I have to release a new unofficial snapshot. It's here.
What is the difference to the version from 2007-09-01? Both seem to run well.

Regards, Jason
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Old 01-23-2008, 09:19 AM   #582
Hunter_rus

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Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by Jason333
What is the difference to the version from 2007-09-01? Both seem to run well.
Nothing useful for casual users. Unofficial EDuke32 has the features/fixes which are "in use" by some mods. These mods require these features to work.
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Old 01-31-2008, 01:44 AM   #583
DeeperThought

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Re: SD_Duke v. 1.00 !!!
I have another CON coded HRP fix. I wasn't sure where to post it, so I'm posting it here because it can be used in SD_Duke (as well as any other mod).

A problem occurs because some maps contain jib sprites in them as decorations (for example, Red5.map). Actually, they don't contain the tile numbers defined as jibs (since these would disappear) but they contain the in-between jib tiles. The problem is that these tiles have animation defined on them from the HRP. So instead of sitting on the ground like they are supposed to, they spin. In Red 5, for example, there is heart that spins in the water, and a lizman head that spins on the ground. This can be seen in mapster, not just in game. The same thing would occur if maps had in-between scrap tiles as decoration.

My solution is to turn off animation on these tiles when the game starts if they are present in the map (sprites spawned later won't be affected). Here is the code I am using for this:

Code:
gamevar ANIMATION 0 2
gamevar temp 0 0
gamevar spriteid 0 0
gamevar picnum 0 0
 
// Note that the vars used here must be global, or the loop will be infinite, because the variables don't belong to any sprite in this event
state stopanimation
setvar spriteid 0
whilevarn spriteid 16384
{
 getactor[spriteid].statnum temp
 ifvarn temp 1024
 {
  getactor[spriteid].picnum picnum 
  ifvarg picnum 1744 ifvarl picnum 1780 // HEADJIB1, ARMJIB1, LEGJIB1
  setactorvar[spriteid].ANIMATION 2 // ANIMATION OFF
  ifvarg picnum 2200 ifvarl picnum 2213 // LIZMANHEAD1, LIZMANARM1, LIZMANLEG1
  setactorvar[spriteid].ANIMATION 2 // ANIMATION OFF
  ifvarg picnum 2244 ifvarl picnum 2270 // JIBS1, JIBS2, JIBS3, JIBS4, JIBS5
  setactorvar[spriteid].ANIMATION 2 // ANIMATION OFF
  ifvarg picnum 2285 ifvarl picnum 2294 // JIBS6
  setactorvar[spriteid].ANIMATION 2 // ANIMATION OFF
   ifvarg picnum 2389 ifvarl picnum 2419 // SCRAPS
   setactorvar[spriteid].ANIMATION 2 // ANIMATION OFF
  }
  addvar spriteid 1
}
ends
 
onevent EVENT_ENTERLEVEL
 
state stopanimation // I put the code in a state to avoid log warnings
 
endevent
 
onevent EVENT_GAME
 
// Using ANIMATION var prevents the code from restoring animation to sprites that should not animate
getactor[THISACTOR].statnum temp
ifvare temp 2 setactor[THISACTOR].mdflags 2 else // inactive
setactor[THISACTOR].mdflags ANIMATION
 
...
 
endevent
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Old 01-31-2008, 03:18 AM   #584
Piterplus

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Re: SD_Duke v. 1.00 !!!
@ Hunter_rus, DeeperThought
I have one request/proposal to both of you:
Why not to implement footsteps code (which is present in Duke Plus) to sd_duke (or even in hrp)?
I think it is good enough to use it.
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Old 01-31-2008, 08:45 PM   #585
NightFright

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Re: SD_Duke v. 1.00 !!!
Minor update to v1.2.3 has been released to reflect changes to Pigcop model size changes as seen in HRP Update v3.6.
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Old 02-14-2008, 07:38 PM   #586
Radar1013

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Re: SD_Duke v. 1.00 !!!
I have a question. Shouldn't a frozen model for the Battlelord be made now that a highres model has been made for it?
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Old 02-14-2008, 09:13 PM   #587
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Re: SD_Duke v. 1.00 !!!
Can you actually freeze the battlelord? I don't think you can. IIRC if you use the freezer on him he dies eventually, but never freezes. I know that if you shrink him he does eventually shrink and you can stomp him.
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Old 02-14-2008, 09:28 PM   #588
Radar1013

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Re: SD_Duke v. 1.00 !!!
If you freeze him he won't automatically die. He'll freeze up like a normal monster until you walk up to him and kick. Try it out and see for yourself.

A frozen model needs to be made. Because when he's frozen, he's in the original 2D sprite.
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Last edited by Radar1013; 02-14-2008 at 09:30 PM.
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Old 02-15-2008, 03:23 AM   #589
Spiker

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Re: SD_Duke v. 1.00 !!!
Battlelord can be frozen when used as a mini-boss. Also it can be shrunk, but when killing it ends the level this not apply to it then
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Old 02-26-2008, 01:18 AM   #590
PimpUigi

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Re: SD_Duke v. 1.00 !!!
Quote:
Originally Posted by Hunter_rus View Post
Firstly check out my signature(your is the branch #2).

You're using an unofficial EDuke32 snapshot and it still has the bug. These snapshots are vital for some mods(DukePlus, Naferia's Reign: Invasion of the Dark Mistress) and work fine with them, because they don't use the painskins. I didn't want to release a new fixed unofficial EDuke32 because I was expecting the official EDuke32 release.

OK. I have to release a new unofficial snapshot. It's here.

Note that SD_Duke still will have to be changed when the palmaps will be in use.
Where'd this go?
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Old 02-26-2008, 01:21 AM   #591
Hunter_rus

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Re: SD_Duke v. 1.00 !!!
Never mind.
Use that: http://eduke32.com/downloads
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Old 02-26-2008, 03:12 AM   #592
PimpUigi

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Re: SD_Duke v. 1.00 !!!
OK, so there's basically still no way to get the SD to work properly with the unofficial eduke32 music pack.

Oh well : (
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Old 02-26-2008, 05:42 AM   #593
NightFright

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Re: SD_Duke v. 1.00 !!!
I am confident the soundtrack stuff gets sorted out still within this year. It really seems adding OGG music and OpenAL is a behemoth task...
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Old 02-26-2008, 03:33 PM   #594
PimpUigi

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Re: SD_Duke v. 1.00 !!!
Yea.

It's not even in Doomsday anymore, which is why I still use beta 4.
That and they dropped jDoom completely, and went over to snowberry.
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Old 02-27-2008, 06:41 AM   #595
NightFright

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Re: SD_Duke v. 1.00 !!!
Problem is Vista leaves little choice: With the death of DirectSound, there is need of OpenAL one way or the other. It's still an individual choice whether you want to continue using XP or switch to Vista, but users of the latter have the same right to get proper sound. And since OpenAL is a unified standard, it's the better choice anyway.
I know it seems like an annoyance to wait for this seemingly "easy" feature for so long, but I have written it earlier on: If it were that easy, we would have it in the engine already. Although I have absolutely NO idea about all this engine programming stuff.
Last edited by NightFright; 02-27-2008 at 06:46 AM.
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Old 02-27-2008, 07:28 AM   #596
PimpUigi

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Re: SD_Duke v. 1.00 !!!
Yea, I hate Vista.

Nothing works right, it's extra slow, looks crappy, and I can't use the XP skin I made.
On top of that, they took out DirectSound, crippling sound capabilities in older games that won't get the OpenAL support.

Microsoft fails : (
They were on such a great roll.

XP, Xbox, 360, Intellimouse Explorer 3.0 re-release...

Then they threw it all away with Vista and Office 2007.
Their worst products ever.

Shameful. : (
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Old 02-28-2008, 08:59 AM   #597
load

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Re: SD_Duke v. 1.00 !!!
Can someone help me?
I can't run Duke HRP with sd_duke - it says that there is an error in con file

I've downloaded the latest snapshot for eduke but an error stil occures - what's wrong?
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Old 02-28-2008, 09:12 AM   #598
PimpUigi

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Re: SD_Duke v. 1.00 !!!
What error is it giving you???

Can you run the HRP properly without the sd_duke?

Personally, I make an autoload folder, and inside that folder I make a duke3d.grp folder, and in that folder, I have the duke3d_hrp.zip AtomicCONs.zip sd_duke.grp and finally sd_duke.zip

And this seems to work perfectly for me.
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Old 02-28-2008, 09:48 AM   #599
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Re: SD_Duke v. 1.00 !!!
I kinda always disliked those yellow shot sparks and used more real-life gradiented flipped texture with glow enabled. For anyone who would like to try:

Code:
model "sd_duke/shotsparks/shotspark1.md3"
 {
  scale 90 shade 3
  skin { pal 0 file "sd_duke/shotsparks/shotspark1.png" }
  glow { pal 0 file "sd_duke/shotsparks/shotspark1.png" }
  anim { frame0 "FRAME3" frame1 "FRAME20" fps 40 flag 0 }
  frame { name "FRAME3" tile0 2595 tile1 2602 }
 }
Attached Images
File Type: png shotspark1.png (2.0 KB, 12 views)
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Old 02-28-2008, 11:41 PM   #600
PimpUigi

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Re: SD_Duke v. 1.00 !!!
Screen shot in game????

Yea, I don't like how they seem like water.

The ones in jDoom look great though.
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