Posts for Daedolon


Experienced Forum User
Joined: 12/23/2005
Posts: 4
Location: Oulu, Finland
Just 1024, ie. a distance from the north border of a 64x64 pixels wide square top the south, or 128x128 if the floor texture is expanded. There isn't really a name for the measure explained anywhere.
- Daedolon
Experienced Forum User
Joined: 12/23/2005
Posts: 4
Location: Oulu, Finland
I hardly have studied the way actors (sprites) react with environment, but rather how actors react with other actors. If you could name a map or two and the place of the switches I could look around a bit. My first impression of it would be that the sectors (level structure) surrounding the actor affect this the most, it might even have to deal with visibility (ie. if the player can see the sector near the the sector where the swich is allows hitting the switch). As for the speedrun part, remember that strafing left/right and running forward (moving in 45 degree) enhances speed _greatly_, and jumping while doing it allows you to move at the fastest speed possible in the game (excluding using Steroids / Vitamin X). Although whenever you fall down to the ground, there's a slight drawback, but you can work around the jumping in a way that it's hardly noticeable. EDIT: Oh sorry, what it seems, the range for hitting switches is just a tad over 1024 (just add the player's clipping distance, so it's not exactly 1024 from the actual coordinates of the player, but really close) and NOT 844.
- Daedolon
Experienced Forum User
Joined: 12/23/2005
Posts: 4
Location: Oulu, Finland
The only controllers I'm familiar with is either the NES pad or the keyboard. The GBA SP has a rather nice touch to it, although it might be just that it resembles the NES pad so much.
- Daedolon
Experienced Forum User
Joined: 12/23/2005
Posts: 4
Location: Oulu, Finland
Your list could use some renewing, most of the stuff is CON (DukeC, in-game scripting language) based in the game, which makes it very easy to understand the game. Like "Switch from Direction" for example, the value for distance from which switches and items can be used within, is defined in the USER.CON as 844 (where 1024 is the size of the biggest grid-size in the level-editor). Knowing this, you can easily design all switch hitting in your path optimally. And yeah, the values are exactly the same in Duke Nukem 64 as in the PC version of Duke Nukem 3D (1.5). Although this doesn't change so much in the end. Especially now after the release of Eduke and Eduke32, most of the hard-coded values in Duke can now be handled with CON code, so you can basically learn how the game works even if you're not actually familiar with the engine (or lack the knowledge of C programming, as the engine's source has been released). Hopefully my first post here made any sense at all. Well, trying to help doesn't hurt.
- Daedolon