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Nikolai Wuttke edited this page Aug 14, 2019 · 39 revisions

Welcome to the RigelEngine wiki!

Info for developers

Debugging features

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. Pressing S again goes back to normal.

Differences to the original Duke Nukem II executable

Optional modern enhancements

  • 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.

Improvements

  • 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

Fixed bugs

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.