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Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
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 Re: Duke Nukem mod
Mediafire? for the soundpack? im sure mediafire allows it. just .rar it (if you havent already)
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Wed Aug 04, 2010 8:45 pm |
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XANAX Corp.
Joined: Sun Aug 01, 2010 1:14 am Posts: 52
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 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
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Wed Aug 04, 2010 9:03 pm |
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XANAX Corp.
Joined: Sun Aug 01, 2010 1:14 am Posts: 52
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 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 
Last edited by XANAX Corp. on Wed Aug 04, 2010 11:01 pm, edited 1 time in total.
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Wed Aug 04, 2010 9:25 pm |
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Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
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 Re: Duke Nukem mod
That's odd. It works just fine when I put it in.
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Wed Aug 04, 2010 9:46 pm |
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XANAX Corp.
Joined: Sun Aug 01, 2010 1:14 am Posts: 52
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 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 http://www.mediafire.com/?ijalv2e3pqf1pid
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Wed Aug 04, 2010 9:48 pm |
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XANAX Corp.
Joined: Sun Aug 01, 2010 1:14 am Posts: 52
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 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 
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Wed Aug 04, 2010 10:19 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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 Re: Duke Nukem mod
XANAX Corp. wrote: Do you have a converter handy? Audacity. Freeware awesomeness. 
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Thu Aug 05, 2010 1:10 pm |
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Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
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 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 http://www.mediafire.com/?ijalv2e3pqf1pidthanks! now I can actually test this mod!
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Thu Aug 05, 2010 8:27 pm |
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XANAX Corp.
Joined: Sun Aug 01, 2010 1:14 am Posts: 52
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 Re: Duke Nukem mod
I have posted a device patch Enjoy the Explosions
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Thu Aug 12, 2010 1:45 am |
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toasty
Joined: Wed Jun 23, 2010 12:07 am Posts: 4
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 Re: Duke Nukem mod
Why does Duke's voice get deeper each time
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Thu Aug 12, 2010 5:31 am |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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 Re: Duke Nukem mod
toasty wrote: Why does Duke's voice get deeper each time Because the game lags.
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Thu Aug 12, 2010 5:48 am |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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 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).
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Thu Aug 12, 2010 6:33 am |
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greenbot
Joined: Tue Jun 02, 2009 11:56 pm Posts: 1
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 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
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Thu Aug 26, 2010 6:14 am |
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XANAX Corp.
Joined: Sun Aug 01, 2010 1:14 am Posts: 52
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 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 
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Thu Aug 26, 2010 9:01 am |
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Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
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 Re: Duke Nukem mod
meh.... the weapons werent that good. should be more overpowered imo. maybe have a extremely powerful flamethrower?
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Thu Aug 26, 2010 5:32 pm |
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