Not sure if I should have made this here instead of the other subforums but okay.
I've recently discovered this package and I've been meaning to use for the time being, but one problem - I am a Build illiterate, and I have no idea how to use them...
https://forums.duke4.net/topic/8922-wid ... d-sprites/
[Duke3D] Widescreen Weapon Sprites Question
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sinisterseed
- Posts: 1349
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Phredreeke
- Posts: 315
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Re: [Duke3D] Widescreen Weapon Sprites Question
You can download Nightfright's fixes package here which incorporates them https://github.com/NightFright2k19/duke3dfix
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sinisterseed
- Posts: 1349
- Joined: Tue Nov 05, 2019 6:48 am
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia with Vulkan support
Re: [Duke3D] Widescreen Weapon Sprites Question
I've recently discovered that mod too, however it has other extras I'm not interested in, I'm only interested in the widescreen weapons so far.
Which I don't know how to use. This makes me feel so dumb...
Which I don't know how to use. This makes me feel so dumb...
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Phredreeke
- Posts: 315
- Joined: Tue Apr 10, 2018 8:14 am
Re: [Duke3D] Widescreen Weapon Sprites Question
Delete GAME.CON from the package. Open up duke3d_fixes.def and remove the line saying
include tiles/redfont13.def
You might want to add
include tiles/skyboxes.def
Nightfright removed them after EDuke32 added proper rendering of Polymost skies. IMO they look much better than the standard skies. However enabling them you'll get the wrong skies in the expansions and possibly also user addons.
include tiles/redfont13.def
You might want to add
include tiles/skyboxes.def
Nightfright removed them after EDuke32 added proper rendering of Polymost skies. IMO they look much better than the standard skies. However enabling them you'll get the wrong skies in the expansions and possibly also user addons.