Sorry if this sounds like some sort of "Hey you have to make this or I hate you" threads...The idea is what you think Jonof still needs.
Well personally I'd really like OGG support in it (acting similar to the rancidmeat port, just a bit smoother) and ofcourse multiplayer :)
I'm a spoiled little brat :P :)
matbouch at
Mouse and Keyboard input needs some reworking in linux :)
hawkeyefile at
matbouch said
Mouse and Keyboard input needs some reworking in linux :)
window has mouse looking problems..
how about a custom map option (like in jfduke) at the selct episode menu.
cd music would be nice.
sicne you have the code mabey creating a con script system could be in order.
create amiga binaries!
JonoF at
sicne you have the code mabey creating a con script system could be in order.
Not gonna happen.
create amiga binaries!
The last Amiga I saw was of Commodore 128 vintage. Anyone wanting an Amiga port of the game is best waiting until I adapt the engine and game for big-endian systems like the Mac, which I hope to begin soon. Once that's done, they can port it wherever they like.
Jonathon
Minion at
The fixed SWBuild to be released.
Sang at
BTW, is there any chance you'll import some of the SW features in Duke?
)))000((( at
Sang said
BTW, is there any chance you'll import some of the SW features in Duke?
The translucent water effect and fog effect (I think SW supports that, not sure thou) would be nice...
hawkeyefile at
just the water efect no fog.
Sang at
Herr Jonof! I would really like a bigger build board :) For nature maps it's just too small. :) (my god this thread is SO rude :oops: )
)))000((( at
Sang said
Herr Jonof! I would really like a bigger build board :) For nature maps it's just too small. :) (my god this thread is SO rude :oops: )
JonoF said
)))000((( said
Limitations should be taken off, or at least highly enlarged, so that people could create gigantic super detailed maps without any problems. We are in the 21st centure for gods sake, man! Computers can support 500* more shit then before!
> I already used over 3000 walls in my map, and I am not anywhere close of finidhing, so that is why I asked that as a request...
I believe Ken or possibly myself has explained somewhere in a public forum why the absolute limits to Build's sectors/walls/sprites values are 16384, but anyway... Build is limited to using a 14-bit number for the maximum number of sprites, walls, and sectors. This stems from past decisions that involve using a 'short' data type for this type of information, and having the top two bits of that 16-bit variable reserved. Fourteen bits give a maximum range of 0-16383, which is the number of sprites and walls now available in JFBuild under the V8 map format. To promote all the 16-bit values to 32-bit would obviously give near-limitless capability but it will mean the most radical and extensive modification of both engine and game that has been done to date. I can tell you right now it won't be me doing it all.
Herr Jonof! I would really like a bigger build board :) For nature maps it's just too small. :) (my god this thread is SO rude :oops: )
JonoF said
)))000((( said
Limitations should be taken off, or at least highly enlarged, so that people could create gigantic super detailed maps without any problems. We are in the 21st centure for gods sake, man! Computers can support 500* more shit then before!
> I already used over 3000 walls in my map, and I am not anywhere close of finidhing, so that is why I asked that as a request...
I believe Ken or possibly myself has explained somewhere in a public forum why the absolute limits to Build's sectors/walls/sprites values are 16384, but anyway... Build is limited to using a 14-bit number for the maximum number of sprites, walls, and sectors. This stems from past decisions that involve using a 'short' data type for this type of information, and having the top two bits of that 16-bit variable reserved. Fourteen bits give a maximum range of 0-16383, which is the number of sprites and walls now available in JFBuild under the V8 map format. To promote all the 16-bit values to 32-bit would obviously give near-limitless capability but it will mean the most radical and extensive modification of both engine and game that has been done to date. I can tell you right now it won't be me doing it all.
Add dynamic lighting support for explosions, shots, shrinker blasts and freezethrower shots (I mean like in the Saturn version of Duke3D).
Implement the possibility to insert Unreal-style lights in Build and see them in Duke3D (lights that are positioned in a specific point of space, with specific radius, brightness and color).
Double the scale of everything, to have the proportion feel "right" when the nVidia stereoscopic drivers are activated.
Fix the visibility of sprites that are bound to the camera, so that they can be seen in stereoscopic mode too.
The Commander at
Devil Master said
Add dynamic lighting support for explosions, shots, shrinker blasts and freezethrower shots (I mean like in the Saturn version of Duke3D).
Wow, I found some Sega Saturn Pics of Duke and that lighting of explosions does look good. I wounder how they implaminted that? would Jono or TX care to try and explain? It would be a good effect to have in the next release of JFDuke when ever that comes out??? :roll:
JonoF at
They implemented it by not using Build as the game engine.
Jonathon
Devil Master at
JonoF said
They implemented it by not using Build as the game engine.
Jonathon
Is it really impossible to have dynamic lighting in Build?
After all, the original Doom engine did not have dynamic lighting, but its latest port (Doomsday) does!
Fernando at
Since SOS is one of the To-Do things for JFDuke, reflective floor/ceiling would be great, if you don't mind. :)
Roma Loom at
JonoF has stated few times that Dynamic Lightning is at the end of his To-Do list.
Hellbound at
Sprites on slopes
I think, that would be cool if models and flat sprites in JFduke will match correctly to slopes. Is it possible to do ? :?:
Hellbound at
AVI
And AVI movies with sound support instead of those ANMs with pre-coded sound...
etko at
Post your Jonof requests! :)
Add lightmaps support for both walls and floors/ceilings, definately. Of course preserve classic lightning for sectors too. By using combination of lightmapped and classicaly lit sectors & walls, game designer can create fast and visually stunning light setups.
And some unrealistic requests :), Overcome 14 bit objects number limit (set to 32 or even huge 64 ;)),add some skeletal animation system with morphing + ODE :). Making some 3DS Max plugin to import map as mesh to be able to render lightmaps using some kick ass renderer like final Render or Brazil (render to texture). Add lua. And of course heigtmapped terrain renderer for specialy tagged square sectors :). And pixel shader (for visual detai) & vertex shader (for speed) stuff too. Then the Build engine will be back on the road, better even than HL2 or Doom 3. Super fast (currently even on old GF2 it has 120 fps on 1200xsmthing), with ps, lightmaps, terrain, physics, hires models & textures easily editable. Ken can sell it even then ;) hovever having it GPLed woulld be great ;). Propably portable to PS2 ;). Super stuff.
JonoF at
/me throws cold water on etko. "Wake up man! You're having a bad dream!"
Jonathon
etko at
Nice bad dream :).
Minion at
If you think you're gonna get all that crap into the build engine and still have it running at 120+ fps, you're hallucinagenic.
Sang at
Just jumped into mind: How about a preloader for Hi-Res textures and models and everything? Each time you walk into a new area the game freezes for a second to load the next textures and models.
SvenStueck at
Sang said
Just jumped into mind: How about a preloader for Hi-Res textures and models and everything? Each time you walk into a new area the game freezes for a second to load the next textures and models.
oh, that sounds great!that problem happens too, when you first use one of the premade weapons in an level! it would be very disturbing in multiplayer!
@jono... i would like an level-preview for your coming ingame-networking! this could be done with jpg-files. so as screenshots from the level... would be nice!
Hellbound at
And one more thing: more than 1024 actors possible in one time...
Sobbsy at
haha, some pretty ambitious replies :P
I suppose if there was anything i'd like to request as of now it'd simply be to have the port recognise a seperate folder for high-res sounds. There's the 'sounds' folder in the 'highres' dir if your using the HRP...I suppose that'd be the optimal choice.
That's about it I guess, other than that i'mm pretty happy with the port...obviously there are other things that I could request but i'm pretty sure they'd be things your allready working on. good luck :)
)))000((( at
Hellbound said
And one more thing: more than 1024 actors possible in one time...
Wouldn't that will be changin the "bit number for the maximum number of sprites, walls, and sectors."
How about an easyer system for using high res textures and models and sounds?
LET ME EXPLAIN,
Textures would go into TEXTURES folder
Movies would go into MOVIES folder
Models would go into MODELS folder
Sounds would go into SOUNDS folder
Music would go into MUSIC FOLDER
Miscoleneous things would go into MISC folder
In options menu an option to use high res//high def stuff or not
An auto scan that would scan the files and determine what recreated stuff you have (so there would be no need to do it yoself) this would not be soo hard... exept for the 3D models I think.8)
Fixed shadows for the 3D models? :wink:
Smooth translation from one shade walue to another? (FOR EXAPLE: ONE ROOM IS DARK AND ONE ROOM IS FULLY LIT, THE LINE IS NOT SOO DITINGUESHABLE BUT A BIT BLURRED{LOOKS BETTER -> JUST BLURR THE LINE BETWEEN EACH SECTOR[THAT IS EXEPT IF THEY HAVE THE SAME LIGHT VALUE]}) :roll:
Questions?
Sobbsy at
)))000((( said
Hellbound said
And one more thing: more than 1024 actors possible in one time...
Wouldn't that will be changin the "bit number for the maximum number of sprites, walls, and sectors."
How about an easyer system for using high res textures and models and sounds?
LET ME EXPLAIN,
Textures would go into TEXTURES folder
Movies would go into MOVIES folder
Models would go into MODELS folder
Sounds would go into SOUNDS folder
Music would go into MUSIC FOLDER
Miscoleneous things would go into MISC folder
In options menu an option to use high res//high def stuff or not
An auto scan that would scan the files and determine what recreated stuff you have (so there would be no need to do it yoself) this would not be soo hard... exept for the 3D models I think.8)
Questions?
Pretty much all of that can be configured via the DEF files...for instance, you could have your textures in a 'Duke3d/Highres/Textures' folder, and in your Duke3d.def just have 'include highres/textures.def' of course textures.def would reside in the textures folder and contain a listing of all the highres textures your using...which is how I have it, works perfectly. The only issue I had is that the sounds dont have their own folder, so they are forced to sit smack dab in the main duke3d folder to be recognised..:(
Sang at
Hellbound said
And one more thing: more than 1024 actors possible in one time...
You mean like allowing more sprites on screen at once before it goes crashing because of "too many sprites spawned"?
Hell I'm in favor :)
The Commander at
Re: AVI
Hellbound said
And AVI movies with sound support instead of those ANMs with pre-coded sound...
That feature I am most wanting...
Minion at
The Commander said
Hellbound said
And AVI movies with sound support instead of those ANMs with pre-coded sound...
That feature I am most wanting...
Can't you just use some external app like Fraps that specializes in game demo recording?
The Commander at
Minion said
The Commander said
Hellbound said
And AVI movies with sound support instead of those ANMs with pre-coded sound...
That feature I am most wanting...
Can't you just use some external app like Fraps that specializes in game demo recording?
We arnt meaning the game demo files im meaning the files anm files which you see at start up and when you kill the bosses at the end of an episode. at least thats what im meaning and i think Hellbound is to.
Minion at
Post your Jonof requests! :)
That would be replacement game content and could not legally be distributed unless they remade it completely (rather than simply converting it to avi...)
The Commander at
Ok so explain the pig cop being replaced by a model of a pig cop whitch im sure wasnt made by 3drealms. It should be a choice of the user if they want to replace them. the game should be able to detect if .avi or someother media file is replacing .anm files.
Minion at
The Commander said
Ok so explain the pig cop being replaced by a model of a pig cop whitch im sure wasnt made by 3drealms. It should be a choice of the user if they want to replace them. the game should be able to detect if .avi or someother media file is replacing .anm files.
Umm what's there to explain?
The pig cop model was not made by 3DR, therfore it is distributeable.
Kyoufu Kawa at
So if AVI support were added and some fool with a renderer made his own cutscenes showing basically the same things (only new and stuff) as the original ANM files... that'd be good.
William Gee at
I dunno if its been said yet But I would really like a extended midi size limit.
All the really awsome midis i want to use are to big :!:
TX at
William Gee said
I dunno if its been said yet But I would really like a extended midi size limit.
All the really awsome midis i want to use are to big :!:
The limit was actually doubled in the latest release.
TX at
Devil Master said
JonoF said
They implemented it by not using Build as the game engine.
Jonathon
Is it really impossible to have dynamic lighting in Build?
After all, the original Doom engine did not have dynamic lighting, but its latest port (Doomsday) does!
It's not impossible at all, just very low priority. Do keep in mind, however, that the DOOM engine (most of which is completely rewritten in Doomsday, FYI) and the Build engine are very different.
However, considering that someone managed to hack Polymost into a DOOM port, anything's possible.
miclus at
My requests:
1. Fix the roid trails not being shown when using 1.3 data.
2. Fix the ultrasensitive vertical mouse aim.
3. Reenable the hurt sounds when and opposing duker is shot in deathmatch.
Sang at
So what are you guys working on atm?
Maren at
Voxels in OpenGL mode. Unlike Duke3d, Shadow Warrior featured them voxels as part of the original game, thus now that the port has started being developed/polished, they *should* (notice the non-dictating nature of the word) be made available for this mode to honor the authenticity of the SW experience (I can always switch back to the software renederer and watch voxels lay there and look cool, but OpenGL gives these games some tasty juice I can't prescind from)
I have read it would be such a hard thing to get working (hey, take your time as usual, just don't forget about them), but I think it's worth it, at least for SW's sake (they would be more of a whim if we only had JFDuke3D)
Sobbsy at
I noticed that cDuke3D supports Voxels via a .con file...if that's of any interest.
http://www.users.on.net/~triforce/cduke3d/
RioTLoRD at
A frontend with a userbase so people can all meet and start games..
Kinda like what TEN.net was. :P
I dont think that has anything todo with the actual game tho..
Maybe later it can be all in 3d but im not too caring for things like that.
Ill enjoy the game the way it is as long as there is netplay :D
Maren at
Sky stretching for the OpenGL mode, Doom Legacy style.
Mephisto at
RioTLoRD said
A frontend with a userbase so people can all meet and start games..
Ill enjoy the game the way it is as long as there is netplay :D
yeah, the feature i want most is decent network play with some kind of server browser (and not that windows-only crap that some ppl made for duke3d). this would require a master server tho, but it would draw a bigger community to this project. playing singleplayer is fun for a while, but for people to stay we'd need multiplayer.
Sobbsy at
Mephisto said
RioTLoRD said
A frontend with a userbase so people can all meet and start games..
Ill enjoy the game the way it is as long as there is netplay :D
yeah, the feature i want most is decent network play with some kind of server browser (and not that windows-only crap that some ppl made for duke3d). this would require a master server tho, but it would draw a bigger community to this project. playing singleplayer is fun for a while, but for people to stay we'd need multiplayer.
Are you referring to DukesterX? Because I still use it and it's perfect, each game has a lobby and is registered with a master server..it's stable and has a LOT of features, very nice app.
ChaseFu at
Multiplayer!
I request a reliable way to do some lo wang deathmatchin'! I haven't downloaded/tried anything out yet, and I don't intend to until I can frag people. So, let's see some multiplayer.
GBR2 at
Post your Jonof requests! :)
I'd like the flightstick/keyboard input option put in similar to what is in the DOS version.
JonoF at
The FlightStick is a joystick, so there's no need for a special option for it.
Jonathon
MudSucker at
I would be really lucky with that what you've done, when i could play it myself, but there still some problems :(
Anyway: Everything I read and saw about your port is really, really really Awesome, i always dreamed about something like that, you made a dream come true^^
GBR2 at
Well, my flight stick is more than just a 2 axis joy stick (MS Sidewinder 3D). In addition it has the rudder built in so it can twist left and right (I have that setup for turning), 2 buttons at the top on the left side of the stick that are set up to jump or crouch, depending on what one you push, a hat button that does aiming up and down plus look left/right and of course the trigger for shooting. The main axis of course moves you forward and backwards, left-right is for strafing.
You can set this all up in the DOS game. Under joystick options you can turn on rudder turning, turn on hat switch, program hat switch, program other buttons on the joystick, etc.. In the port there doesn't seem to be any setting for the joystick. When I do choose keyboard /joystick, when the game starts, Duke is constantly moving and only an extreme throw of the joystick gets him to stop but I can't control his movements with the flight stick, so back to keyboard and mouse combo.
The game does work with this combo but in the future I'd like to see all the options the DOS version offers, also offered in the port.
In any case, thank you for all the work that you have done.
ivanrolim at
And, of course, more than one RTS at the same time :)
It should be a nice feature in multiplayer :) (Copied from another post)
I was playing in JONOF using Dukesterx when I had this idea. You Know, duke3d is a really good game in regard to RTS sounds! We kill, and then we say 'Yeahh take this!`, when killed, we say 'Ohhh I'm out of luck, your bastard!' or just use the default RTS.
However, we all know a given RTS is very limited to only 10 sounds! So why not giving duke3d suport for multiple RTS? Just put 2, 3, or more RTS in the same folder, use the console or ALT+SHIFT+F11, and then the ALT+F1, ALT+F2 will play another RTS, for both you and the opponent!
I don't see any network latency hit here, as the file name (like Duke2.rts) will be the 'new rule' for everyone. If one does not have the file, of course he will not hear the sound (but will be very encouraged to download it).
I hope some will like this awaited feature :)
Mephisto at
Post your Jonof requests! :)
Sobbsy said
Mephisto said
RioTLoRD said
A frontend with a userbase so people can all meet and start games..
Ill enjoy the game the way it is as long as there is netplay :D
yeah, the feature i want most is decent network play with some kind of server browser (and not that windows-only crap that some ppl made for duke3d). this would require a master server tho, but it would draw a bigger community to this project. playing singleplayer is fun for a while, but for people to stay we'd need multiplayer.
Are you referring to DukesterX? Because I still use it and it's perfect, each game has a lobby and is registered with a master server..it's stable and has a LOT of features, very nice app.
great. i wont call it crap anymore as soon as someone ports it to a decent OS (like linux). as long as it only runs on M$ windows, it'll always be crap.
(sorry, couldnt help myself :twisted:)
GeekDog at
No idea how much work it would be, I'm hoping not much, but I'd like the maximum size of compiled con code to be increased. Recently I tried the Lost Duke episodes, and got the following error:
JonoF's Duke Nukem 3D said
FATAL ERROR: Compiled size of CON code exceeds maximum size!
Please notify JonoF so the maximum size may be increased in a future release.
I've started a new thread here about the Lost Duke episodes in the hopes that someone else has tried them out with JonoF's port (a forum search yielded nothing).
[edit]OK, so I noticed this thread, which says something that I didn't entirely understand about CON code size in the next release :wink: So I shall test again on the next release and hope that it works...
[edit #2]Thanks to funduke the problem is now fixed, see here... Thanks funduke!
Edited at
funduke at
GeekDog said
No idea how much work it would be, I'm hoping not much, but I'd like the maximum size of compiled con code to be increased. Recently I tried the Lost Duke episodes, and got the following error:
JonoF's Duke Nukem 3D said
FATAL ERROR: Compiled size of CON code exceeds maximum size!
Please notify JonoF so the maximum size may be increased in a future release.
You tried to play an add-on for duke-atomic with a duke3d.grp from version 1.3d in your directory.
Use the duke3d.grp from v.1.5, and your problem will be solved!
It might be a good suggestion, that this error message tells the player, that he should try atomic duke3d.grp when playing atomic-add-ons.
Greetings
Funduke
Hateful at
I would like to see the 2d sprites rendered so they always face the camera in the polymost modes as is done in 8 bit classic mode.
I would also like to see the rocket type projectiles rendered at and angle when they are traveling on an angle as in jdoom. Rendered at the pitch they are fired or whatever.
And I would like the models of the stationary guns to be rendered so they face me at the same angle they are firing.
that's about it.
Quakis at
Texture lock feature in build. However you align your floor and ceiling textures, then the sector is moved or rotated, the floor and ceiling textures are locked so they stay EXACTLY the way you put them. Its annoying having to realign and flip stuff in build etc.
The Commander at
Multiplayer in SW... I CANT WAIT NO LONGER!!! AHHHHHHHHARGH! im going to die in frustration... lol. sorry i can wait. :?
YuGiOhJCJ at
Linux and sound
Make the sound work on linux operating system for JFduke3d and JFsw.
For the moment: no sound and no music. Sound game options are "blue" unavailable.
Jam.Sauce at
Post your Jonof requests! :)
* Allow 3D models to replace floor/ceiling-mounted sprites
* Function to replace old FMV's with movie formats like MPG or Bink Video
* Pre-caching textures with progress bar while loading levels
* Particle effects for explosions, water, fire, smoke, weapon fire, etc.
ivanrolim at
Record multiplayer games with recognised RTS and text chat
I'm amazed with record option! Dukesterx don't have a quick way to add record support ('add options' button), so we have to put 'r' and the name of the demo. Anyway, no RTS and text chats yet :(
I wanted to know if its so difficult to implement these (I think it's not so hard because you only have to add support for F1-F9 pressing recognition by the players) and buffers of typed messages
That's it :P
The Commander at
Post your Jonof requests! :)
Jam.Sauce said
* Allow 3D models to replace floor/ceiling-mounted sprites
* Function to replace old FMV's with movie formats like MPG or Bink Video
* Pre-caching textures with progress bar while loading levels
* Particle effects for explosions, water, fire, smoke, weapon fire, etc.
As far as I know most of them are all planed apart from that:
I dont know about a progress bar on loading. and particle effect has all ready been done. It is in the CON coding that that is done. Star Ship Troopers TC is one that has it.
JonoF at
Re: Linux and sound
YuGiOhJCJ said
Make the sound work on linux operating system for JFduke3d and JFsw.
For the moment: no sound and no music. Sound game options are "blue" unavailable.
Constantly repeating this same request in everytopicthatmentionssound isn't going to get things done any faster. It's just annoying. We get it already.
Jam.Sauce said
* Pre-caching textures with progress bar while loading levels
This will be in the next release. The progress indicator isn't a bar specifically, rather text saying "Loading textures ... 56%" which still looks pretty cool in itself.
Jonathon
Spike at
Post your Jonof requests! :)
Mephisto said
Sobbsy said
Mephisto said
RioTLoRD said
A frontend with a userbase so people can all meet and start games..
Ill enjoy the game the way it is as long as there is netplay :D
yeah, the feature i want most is decent network play with some kind of server browser (and not that windows-only crap that some ppl made for duke3d). this would require a master server tho, but it would draw a bigger community to this project. playing singleplayer is fun for a while, but for people to stay we'd need multiplayer.
Are you referring to DukesterX? Because I still use it and it's perfect, each game has a lobby and is registered with a master server..it's stable and has a LOT of features, very nice app.
great. i wont call it crap anymore as soon as someone ports it to a decent OS (like linux). as long as it only runs on M$ windows, it'll always be crap.
(sorry, couldnt help myself :twisted:)
http://img301.imageshack.us/img301/2498/m3uc.gif
Ooooh... classic :lol:
Hellbound at
Hey, Jonof, is it possible to do that 3d models and flat sprites match to slopes correctly ?
And when I'm replacing player srites with a model, it seems to be wided along y and x axis...
And that feature with guns visible in duke's hands...
Yes, and particle effect for BLOOD :D
Hendricks 266 at
How about making the max amount of episodes 9 so we can have custom episodes without having to use the User Map Feature?
The Commander at
Hendricks 266 said
How about making the max amount of episodes 9 so we can have custom episodes without having to use the User Map Feature?
Eduke32 Allows the user to have up to 8 episodes. I dont know why you would need nine or more thats getting a bit beyond me.
http://www.eduke32.com/
Sang at
At the moment I feel really ecstatic about the idea of having SOS in Duke - Finally some real roofs to buildings, rather then sprites or an imitation of the "billy boy trick"! :) Can you give an ETA on that? :)
Skeksis at
The ability to use letters as well as numbers to define hi/lotags. After all a word is far easier to remember than a bunch of numbers. (I've really no idea how much work that'd take, though... it's no big deal, really.)
JonoF at
Skeksis said
The ability to use letters as well as numbers to define hi/lotags.
Won't happen.
Jonathon
lycanox at
Eduke32 Allows the user to have up to 8 episodes. I dont know why you would need nine or more thats getting a bit beyond me.
Yes, but there is no way to cheat to them with dnscotty or the console command.
its annoying when your reediting old levels
TX at
lycanox said
Eduke32 Allows the user to have up to 8 episodes. I dont know why you would need nine or more thats getting a bit beyond me.
Yes, but there is no way to cheat to them with dnscotty or the console command.
its annoying when your reediting old levels
So report the bug instead of complaining about it on a forum.
Skeksis at
Sorry to bump this thread, but I think I have a decent request.
JfDuke already supports GIF files for hightile textures, but they don't animate when used in game. If animated GIFs were supported, one could potentially save a whole load of tiles for custom artwork, as well as adding extra animation where it previously wasn't possible (such as having, say 20 frames for a shell instead of two).
ivanrolim at
Yes :) I like that!
We can animate green alien walls, rock walls with water drops, fire burns in another one, ghosts (and shadows) walking in some houses, lasers in some custom space levels, even computer controllers (I've made a level in a school once, with computers loading Windows, lol)
Anyway, we CAN do animated textures putting sequential images in a .ART file, but not with a wall. :(
PS: Just to remember, multiple RTS files in a multiplayer game (the key to change to another RTS being ALT+F11, for example) and sloped sprites (in order to make a house roof entirely of sprites) can add much more atmosphere in duke3d. My dream of being a duker since 1997 is to use several RTS files in a given directory (but of course other players need to put them too, if they want to listen to). :wink: