These tutorials worked on the first release of Raze, but now no longer work (as far as I know, I haven't had the chance to test these myself with the new version). I removed these tutorials from my Raze CON tutorials found on the Tutorials section of the Raze section of the forum. I'll re-add them there if they do in fact work or work again in the future.
I am posting these here (as they were on the tutorial) as suggested by Graf Zahl. Essentially, the first tutorial allows for a NVG mode much more like what was seen in DN64 or Shadow Warrior (or even more like what was seen in the Doom press-release beta for the light goggles). The second tutorial is just one line that allows for controlling how many rounds Duke uses between pistol reloads.
Spoiler:
Gamevar (these do not work in DOS)-
EDuke32 Wiki said:
A gamevar is a variable that can be used to store numerical data which can then be referenced between actors, states and events. var is hereby semantically equivalent to gamevar.
Covering Gamevars goes a lot deeper into editing the game, and if you have no programming experience it may be a very challenging task. I won't go into detail with gamevars, but I will show an example that should get you an effect you might like to add with your USER.CON and GAME.CON changes. If that sparks your interests once you've managed to get the changes to work, then you will be off to learning more about gamevars and events on the EDukeWiki: https://wiki.eduke32.com/wiki/Main_Page
If you were able to follow along with these GAME.CON tutorials and would like to move on to gamevars, let's begin shall we? This is just a little bit of stuff you could do to get a few features you might want, but if you want a more in-depth explanation on how to use gamevars, resort to the EDuke Scripting Wiki.
-GAMEVAR TUTORIALS:
Spoiler:
Using gamevars can allow you to make changes to DN3D that were initially hard coded in the game. They're still hard coded, but now you can control them with gamevar instead of having to edit the DN3D source code. I don't want to get too technical, because gamevars are still something I'm learning about myself, but I do have one tutorial for beginners to get them to see the purpose and advantages of using the gamevar options. Anyways, let's go! I've decided to go with one gamevar tutorial because the GAME.CON stuff was already more involved than I intended for this tutorial session (it's aimed at novices), but if you were able to get through it then the next tutorial shouldn't be hard for you to do. Be sure to read the author's comments to understand what's going on in the code. -Making the NVG's Like DN64:
Spoiler:
Duke Nukem 64's Night Vision Goggles seemed to be a little better at making it easier to see, whereas the PC version only tints the screen green and highlights enemies. In reality, the PC version is more "realistic" but if we follow this tutorial found on EDuke Wiki, we can make the NVG's make dark rooms bright enough to see. While you could just follow the tutorial on the wiki, I find it may be hard to follow this one if you don't know what you're doing, so I'm going to walk you through this tutorial...
Open up GAME.CON and search for "APLAYER MAXPLAYERHEALTH PSTAND 0 0" and look at the code:
move PGROWINGPOP // Used only as a variable
gamevar TEMP 0 1
actor APLAYER MAXPLAYERHEALTH PSTAND 0 0
getplayer[THISACTOR].heat_on TEMP // this reads the heat_on member of the player structure into TEMP
// heat_on is 0 if the goggles are off, 1 if they are on
ifvare TEMP 1 setplayer[THISACTOR].visibility 0 // if the goggles are on, visibility is set to 0 (full)
ifaction 0
action PSTAND
ifaction PFROZEN
{
Now save the file and run the game. Get the NVG's and see the change in how they make dark areas look!
Make Duke's Pistol Magless:
Spoiler:
This will remove Duke's "clip" from the game, making the pistol more like it is in Doom. Simply go back to the line you edited previously:
gamevar WEAPON1_CLIP 0
actor APLAYER MAXPLAYERHEALTH PSTAND 0 0
If you already did the NVG code, just place this gamevar under or above the one you already placed above APLAYER. Now, Duke doesn't use magazines at all! He doesn't even use them when starting a map with a pistol start. You could change 0 to a different number to adjust Duke's clip size, but it does not make Duke load up the pistol magazine upon start-up without further changes.
FYI, the missing feature here is not the gamevars, it's the player property reader. Generally this does not use anything advanced beyond EDuke 2.1 so the chances are very good to see this working again shortly.