![]() The "smart-tagging" feature allows you to assign channel values via custom labels (for example, "switch1"), which will then be automatically converted to unique numerical values.The ability to move copied sprites together as a unit, and the ability to copy several independent objects at once.The number of map corruption errors (if any) will be displayed in the top left corner.The size of the mapping grid is customizable.A fancier font style has been implemented.The 2D mode menu display has been minimized, allowing for a larger field of vision.SectorEffector Lo-Tag function names and MusicAndSFX Lo-Tag sound effect names). Installing EDuke32 is as simple as dropping the DUKE3D.GRP file (which comes with the official game) into a new directory, then extracting the contents of the latest version of EDuke32 into the same. Currently, EDuke32 is the most utilised form of the original game. Definition names are displayed as you enter tag values (i.e. The original DOS incarnation of the game has been dead for quite some time.This can be toggled with F4 (in 3D mode). Ambient sounds can be heard in 3D mode.MusicAndSFX sprites display a circular perimeter indicative of their AudibleRadius (Hi-Tag) value.These are even configurable within tiles.cfg. ![]() ![]() Textures are organized into 'tilesets': Press T while browsing the standard texture selection menu ( V) to access the predefined tilesets.An improved search feature with Alt + F7 (for sectors) and Alt + F8 (for walls/sprites).The ability to directly edit object attributes in 2D mode with F7 (for sectors) and F8 (for walls/sprites).Walls which exceed their length limits are displayed as blue as a visual warning.Wall-aligned sprites display as a line, and floor-aligned sprites display as a box.There are half-point markers on walls, as well as real-time wall measurement displays while moving vertices.There are various other colour scheme changes, such as vertices being white.The player start position arrow has changed from brown to green.The first wall of a highlighted sector will appear as yellow. The option of 'first wall' highlighting with F4 (in 2D mode).Texture display modes in 2D mode can be cycled through with Backspace (very cool).Completely collapsing red-lined sectors is no longer possible, and attempting to join non-adjacent sectors displays a warning prompt. Speed-Building session on Mapster32, the build sucessor made by TerminX for the game Duke Nukem 3D. Various map corruption prevention features are present.The 10 intangible special sprites appear as white, enemies/babes appear as orange, and weapons/ammo/health/inventory appear as blue.Walls with one-sided blocking enabled appear as green, as do most sprites (provided they are unblocked).Z co-ordinate 'float mode' is enabled by default.Many annoying or even destructive bugs have been fixed.There are many features that I realize are new, yet I can't imagine having ever mapped without them. excavation Duke discovers a strange monolith (a reference to Arthur C. The superannuation of Build has clouded my recollections of what exactly are 'new' features, which explains why so many are probably missing. Play Duke Nukem 3D: Atomic Edition (Duke3D) game online DOS (DOSBox) emulator. I have particularly excluded many of the new keypresses from this list, since they are already documented in their own section. It is by no means complete, I just add things as I notice them. EDuke32 has a huge number of new extensions to the game's scripting system, allowing gameplay mods that rival even modern games.This is a list of various new features introduced in the Mapster32 map editor, purely for the sake of those who have never used Build and are curious about the differences.Full widescreen monitor support plus manual fov and aspect ratio adjustment.Individual brightness/contrast/gamma adjustment.Fullbrights and glow maps (for glowing red pigcop eyes, etc!).Fog density (sector visibility) support- corrects the dull appearance and extreme lack of contrast in early OpenGL ports. ![]()
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