04-12-2006, 06:09 PM | #961 |
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Re: Blood and Gore pack
Hey, what about that smoke from pics? Which one is it? This mine from sd_duke or another?
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04-13-2006, 02:16 PM | #962 |
Re: Blood and Gore pack
Shit, haven't seen you here in months.
The smoke uses the image of the one from SD Duke, but I made new code. I spawn it using qspawn so it is able to linger. |
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04-13-2006, 04:13 PM | #963 |
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Re: Blood and Gore pack
Hmm, I can't recognize that smoke. I didn't know that it looks so cool It's really diffrent on my video card.
Haven't seen me here in months? I'm here everyday, but I'm rather soul of this forum, than it's body ;D |
04-28-2006, 08:26 PM | #964 |
Re: Blood and Gore pack
About the smoke in SD_Duke:
I tweaked it a little, and found that the NEWSMOKE sprite spawned by SHOTSPARK1 was much to large. So, I added the following code to my copy of the NEWSMOKE actor definition: Code:
ifspawndeby SHOTSPARK1 sizeto 5 5
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I never got to know half of you half as much as I'd have liked, and I never liked half of you half as much as you deserved. Christian Death Metal FTW! |
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04-29-2006, 02:07 PM | #965 | |
Re: Blood and Gore pack
Quote:
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05-04-2006, 02:48 PM | #966 |
Re: Blood and Gore pack
Hey. I'm new to this (I reinstalled Duke 3D to find the Snake Plissken Easter Egg), but this looks really cool. I downloaded the HRP and both eDuke and JoNoF's port, and want to put your gore pack in. How do I do that? Where do I put the files I downloaded?
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05-20-2006, 11:36 AM | #967 |
Re: Blood and Gore pack
How to use the SD Duke mod with Duke It Out in DC ?
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05-20-2006, 02:09 PM | #968 |
Re: Blood and Gore pack
Er... as far as I know, thereīs no way at all. Itīs incompatible, messing up stuff. I will probably take a look into whatīs causing this, probably a problem with def lines. You cannot expect this to work 100% unless it becomes part of the HRP file itself, I guess.
*EDIT* OK, after some extreme (!) hacking, I got the SD_Duke mod in its current state (beta1) into my HRP build. However, things get really out of control when trying to make it DC compatible, because many custom tiles have been placed right into tile range of DC (i.e. user tiles #3585 onwards), which must lead to conflicts. I have tried to move the sprites from the mod to higher numbers (#3780 and higher), but things are still messed up pretty badly. As far as I see it, itīs quite impossible to do anything about DC getting to work with SD Mod, for the mod uses a modified tiles014.art, which is basically the core file for DC custom tiles. As long as the same art file numbers are used, I donīt see how to get it working. I suggest the next release of the SD Duke Mod should have the art file removed and full addon compatibiliy (i.e. using no custom tile numbers that are used in any addon).
Last edited by NightFright; 05-20-2006 at 03:56 PM.
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05-21-2006, 11:01 AM | #969 |
Re: Blood and Gore pack
You'd have to ask Hellbound or Parkar directly about the SD Duke mod. I had nothing to do with that. I probably won't release another pack until the next HRP. We'll see.
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05-22-2006, 06:14 PM | #970 |
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Re: Blood and Gore pack
What's the newest version?
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05-22-2006, 09:54 PM | #971 |
Re: Blood and Gore pack
Technically? SD Duke. It was released a month or so (maybe 6 months ) after my last version. I want to do new versions, but don't have the motivation.
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05-23-2006, 04:01 AM | #972 |
Re: Blood and Gore pack
I am planning on giving Parkar a slightly update version of the mod, actually. Anyway, itīs nothing serious. I have removed all alphahacks (latest eDuke32 doesnīt need them anymore) and sorted out some stuff in sd_duke.def. Nothing actually added or so. Itīs still working fine... at least with normal HRP.
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