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 Duke Nukem mod 
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Joined: Mon Jun 28, 2010 10:06 pm
Posts: 461
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Post Re: Duke Nukem mod
Mediafire? for the soundpack?
im sure mediafire allows it. just .rar it (if you havent already)


Wed Aug 04, 2010 8:45 pm
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Posts: 52
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Post Re: Duke Nukem mod
Commodore111 wrote:
Paste this at the top of the .ini.

Code:
AddEffect = AEmitter
   PresetName = Dukewound
   Mass = 0
   LifeTime = 1
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/null.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -3
      Y = -3
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   DrawAfterParent = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Blood
      Spread = .01
      MaxVelocity = 2
      MinVelocity = 1
   BurstSound = Sound
      CopyOf = Flesh Penetration Hit
   EmissionEnabled = 1
   EmissionCountLimit = 500
   EmissionsIgnoreThis = 1
   ParticlesPerMinute = 2000
   BurstSize = 20
   BurstScale = 3
   BurstDamage = 1
   BurstTriggered = 1
   EmissionDamage = 0
   Flash = None
   FlashOnlyOnBurst = 0


Then replace all of the "wound flesh entry" and "wound flesh exit" with "Dukewound" and it should work. He doesn't bleed though, at least shouldn't, because the wound has a lifetime of 1.



didn't work
it's said something about properties at line 12


Wed Aug 04, 2010 9:03 pm
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Posts: 52
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Post Re: Duke Nukem mod
fixed it

Code:
AddEffect = AEmitter
   PresetName = Dukewound
   Mass = 0
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -3
      Y = -3
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   DrawAfterParent = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Drop Blood
      Spread = 0.1
      MaxVelocity = 2
      MinVelocity = 1
//   EmissionSound = Sound
//      AddSample = ContentFile
//         FilePath = Base.rte/
//      LoopSetting = -1 // Means loop infinitely until stopped
   BurstSound = Sound
      CopyOf = Flesh Penetration Hit
//   EndSound = Sound
//      AddSample = ContentFile
//         FilePath = Base.rte/
   EmissionEnabled = 1
   EmissionCountLimit = 20
   EmissionsIgnoreThis = 1
   ParticlesPerMinute = 5
   BurstSize = 20
   BurstScale = 3
   BurstDamage = 1
   BurstTriggered = 1
   EmissionDamage = 0
   Flash = None
   FlashOnlyOnBurst = 0


life time is not a property that can be used in wounds, I don't think :lol:


Last edited by XANAX Corp. on Wed Aug 04, 2010 11:01 pm, edited 1 time in total.



Wed Aug 04, 2010 9:25 pm
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Joined: Sun Oct 11, 2009 7:47 pm
Posts: 132
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Post Re: Duke Nukem mod
That's odd. It works just fine when I put it in.


Wed Aug 04, 2010 9:46 pm
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Post Re: Duke Nukem mod
darkdoom wrote:
Mediafire? for the soundpack?
im sure mediafire allows it. just .rar it (if you havent already)

wow that was very easy
here, and thanks :lol: http://www.mediafire.com/?ijalv2e3pqf1pid


Wed Aug 04, 2010 9:48 pm
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Post Re: Duke Nukem mod
Commodore111 wrote:
That's odd. It works just fine when I put it in.

well, sometimes it just works that way.. like a silent movie Image


Wed Aug 04, 2010 10:19 pm
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Posts: 1972
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Post Re: Duke Nukem mod
XANAX Corp. wrote:
Do you have a converter handy?


Audacity. Freeware awesomeness. :)


Thu Aug 05, 2010 1:10 pm
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Post Re: Duke Nukem mod
XANAX Corp. wrote:
darkdoom wrote:
Mediafire? for the soundpack?
im sure mediafire allows it. just .rar it (if you havent already)

wow that was very easy
here, and thanks :lol: http://www.mediafire.com/?ijalv2e3pqf1pid


thanks! now I can actually test this mod!


Thu Aug 05, 2010 8:27 pm
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Post Re: Duke Nukem mod
I have posted a device patch
Enjoy the Explosions


Thu Aug 12, 2010 1:45 am
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Post Re: Duke Nukem mod
Why does Duke's voice get deeper each time


Thu Aug 12, 2010 5:31 am
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Data Realms Elite
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Post Re: Duke Nukem mod
toasty wrote:
Why does Duke's voice get deeper each time

Because the game lags.


Thu Aug 12, 2010 5:48 am
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Location: Århus, Denmark
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Post Re: Duke Nukem mod
Quote:
Why does Duke's voice get deeper each time


Try pressing ctrl + O to avoid this (and the general lag slow down).


Thu Aug 12, 2010 6:33 am
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Post Re: Duke Nukem mod
You have done the best thing in the world with your 3 dummies on the bottom, I do it every time I play Tut bunker


Thu Aug 26, 2010 6:14 am
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Post Re: Duke Nukem mod
greenbot wrote:
You have done the best thing in the world with your 3 dummies on the bottom, I do it every time I play Tut bunker


yeah I get bored waiting for the (transport) to deliver


=============================================================================
[}{ok, now back on topic}{]

Is anyone going to comment on the weapons. :-(
or did they leave you all speechless :lol:


Thu Aug 26, 2010 9:01 am
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Post Re: Duke Nukem mod
meh.... the weapons werent that good. should be more overpowered imo.
maybe have a extremely powerful flamethrower?


Thu Aug 26, 2010 5:32 pm
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