
Script generated by the HM NIS Edit Script Wizard. The best tool for the job of the legacy sound formats is. Sounds (.VOC/.WAV) You are likely going to want to use a modern audio format. The Build tools bsuite, mkpalette, and transpal can help you in this regard. While incredibly difficult, it can come to good effect. Kenbuild_editor_gen_objs += build_banner.c This is one of the most loathed and untouched editable features of Duke3D.

Kenbuild_root := $( source)/ $( kenbuild) Tools_cflags := $( engine_cflags) -I $( engine_src) Mact_objs := $( call getfiltered,mact, *.cpp)Īudiolib_root := $( source)/ $( audiolib)Īudiolib_inc := $( audiolib_root)/includeĪudiolib_excl += driver_directsound.cpp driver_winmm.cppĪudiolib_objs := $( call getfiltered,audiolib, *.cpp) LINKERFLAGS += -Wl,-wrap,c_default_exceptionhandlerĮngine_editor_objs += Įngine_excl += gtkbits.cpp dynamicgtk.cpp Libsmackerdec_obj := $( obj)/ $( libsmackerdec) Libsmackerdec_inc := $( libsmackerdec_root)/include Sprite 5 - This sprite is used to create all the sound effects in the game. Libsmackerdec_src := $( libsmackerdec_root)/src Libsmackerdec_root := $( source)/ $( libsmackerdec) Voidwrap_cflags := -I $( voidwrap_root)/sdk/public/steam -fPIC -fvisibility=hidden -Wno-invalid-offsetof Steamworks_lib := linux32/libsteam_api.so Voidwrap_objs := $( call getfiltered,voidwrap, *.cpp) Mapster32 switches back to 3D mode and shows the sprite in the map. Scroll with your mouse up/down and point and left-click on the desired sprite. Press v again and all available tiles are displayed. Voidwrap_inc := $( voidwrap_root)/include Mapster32 switches to the tile selection mode, displaying all sprites present in a map. Voidwrap_root := $( source)/ $( voidwrap) Imgui_cflags := -I $( imgui_inc) -Wno-cast-qual -Wno-cast-function-type -Wno-null-dereference -Wno-stringop-overflow


Imgui_objs := $( call getfiltered,imgui, *.cpp) Mimalloc_objs := $( call getfiltered,mimalloc, *.c) Mimalloc_inc := $( mimalloc_root)/include Mimalloc_root := $( source)/ $( mimalloc) Glad_objs := $( call getfiltered,glad, *.c) Physfs_objs := $( call getfiltered,physfs, *.c)

Everything seems to look/work fine in EDuke32, the issue seems to be limited to Mapster32. Libxmplite_cflags := -DHAVE_ROUND -DLIBXMP_CORE_PLAYER -DLIBXMP_NO_PROWIZARD -DLIBXMP_NO_DEPACKERS -DBUILDING_STATIC -I $( libxmplite_inc)/libxmp-lite -Wno-unused-parameter -Wno-unused-variable -Wno-sign-compare -Wno-cast-qual Hi all, Im having repeated issues with Mapster32 crashing to desktop with an access violation, and also textures that regularly become garbled in both 3D mode and the tile viewer. Libxmplite_objs := $( call getfiltered,libxmplite, *.c) Libxmplite_obj := $( obj)/ $( libxmplite) Libxmplite_inc := $( libxmplite_root)/include The Steam version of Duke3d comes with a copy of Mapster32. It is almost identical to Build.exe, and you don't have to fiddle with an MSDOS emulator or a Windwos 98 VM to get it to work on a modern system. Libxmplite_src := $( libxmplite_root)/src While it may technically still be possible to make maps using Build.exe, I recommend using a community created tool called 'mapster32'. Libxmplite_root := $( source)/ $( libxmplite) $( call expanddeps,$1_$2 $( common_$2_deps) engine) # This is inefficient, but it was a better use of time than reworking all of this at the moment. # while the other functions end up expanding the result later by adding the paths back. # Some of this still needs work-"getfiltered" takes a list of files and strips the paths off of them,
