-
-
Notifications
You must be signed in to change notification settings - Fork 60
Home
Nikolai Wuttke edited this page Aug 14, 2019
·
39 revisions
- Guide: Reverse engineering enemy behavior
- Guide: Implementing new enemies/actors
- DukeScript
At any time, you can press F6
to toggle showing a FPS counter.
While in game, you can:
- press
D
to toggle showing some debug info text - press
B
to toggle showing objects' bounding boxes. objects that harm the player on contact will have their box drawn in red, others in green. - press
C
to toggle showing collision data. This draws yellow lines on top of the map in all the places where tiles are considered solid. It also colors in ladders and climbable pipes. - press
G
to toggle drawing a tile grid on top of the map - press
S
to enter single-step mode. This will stop time from advancing in the game, making everything stop. Pressing space bar advances time by exactly one frame. PressingS
again goes back to normal.
- Widescreen mode: Uses the full width of the screen to draw the world during gameplay, instead of black bars on the left/right. This alters gameplay, since some enemies can come into view sooner than intended, and hidden parts of the level can become visible.
- Sound and music volume can be adjusted
- No loading screen when starting a new game/loading a saved game
- Menus are much more responsive
- Multiple sound effects can play at the same time
- Lifted limitations for number of simultaneous explosions/particles/effects on screen
This is a list of bugs that occur in the original Duke Nukem II, but are fixed in Rigel Engine.
- When music playback is disabled, the Apogee Logo movie will keep playing forever until a key is pressed, instead of moving on to the intro movie
- Placing a Blue Guard enemy in the air will cause the game to lock up due to infinite recursion
- The missile is missing one frame of animation in its "launch" sequence when shot from the left side
- The horizontal sliding door actor has incorrect collision initially: The rightmost tile is not solid, and shots can pass through. Once the door has opened and closed once, it behaves correctly.