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Author Topic: NAM / WW2 GI?  (Read 1194 times)
CheapAlert
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« on: July 10, 2005, 09:39:36 AM »

Any chance of JFDuke3D supporting those? I don't really see any major changes in the engine in those games, probably a tiny "particle" system and some grenade code (you can still pick up your thrown grenades in both games ROFL!)

I tried running JFDuke3d with them and I just got CON parser errors with them. Maybe the engine was modified to allow lazy coding syntaxes.

Probably have a 'low damage" mode for the games too, since the games were nefariously known for having every weapon do instant-kill mega damage bring unfair, but "realistic" gameplay.

It'd be nice because the games ran very very slow on my p100 and p2 233, and OpenGL mode could solve all that lol
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GO ON SON, SHOOT YOUR OWN KNEE
ProAsm
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« Reply #1 on: July 10, 2005, 07:33:14 PM »

Well I did manage to successfully convert the Platoon TC for JFDuke.
NAM etc I think will be a different problem in that they would need to release the extra code they used for the conversion.
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TX
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« Reply #2 on: July 12, 2005, 05:47:17 AM »

Quote from: "CheapAlert"
I tried running JFDuke3d with them and I just got CON parser errors with them. Maybe the engine was modified to allow lazy coding syntaxes.

You know, up until that comment I didn't really think you were clueless.  As someone who works daily with what was once the WW2GI code, I suppose I shouldn't take offense -- you simply don't know what you're talking about.  However, it's still quite disconcerting that one would make such a dull comment without having done any research on the matter whatsoever.

WW2GI is drastically different from Duke3D and there are easily more than 20,000 lines of differences in the source code.  I'm pretty sure WW2GI would run with EDuke32, but the weapons would be a bit messed up as I ripped out all of the #ifdef surrounded WW2GI specific code a long while back.  If someone wanted to, they could code an EDuke32 mod that ran the WW2GI data and handled weapon display via the CONs with little effort.
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Usurper
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« Reply #3 on: July 12, 2005, 12:18:11 PM »

This might clear things up.
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Tijnemans
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« Reply #4 on: July 13, 2005, 01:31:31 AM »

By the way, NAM will almost run perfect in JfDuke3d! There are very small differences....

Here is a list of those things that are changed in the NAM code:
1. Weapon 2 (m16) is firing slower, does have clips of 30 rounds, reloads slower.
2. weapon 6 (handgrenade) explodes after some time
3. weapon 7 shoot a bit slower

And that's all.
It is very possible to make those changes with EDuke32
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