I'm assuming your hard drive letter is C:
, and your CD drive letter is D:
. If your drive letters are different, just substitute your own in for C:
and D:
.
Make sure you copy all of the contents of the d:\goodies\build directory into your c:\duke3d directory. BUILD also needs Duke3d.GRP to run properly (Because it contains the art files). Make sure that you have either Duke3d.grp, or all of the art files in your c:\duke3d directory.
It is also a possibility that the files in your duke3d directory are read-only. To change this, go into your c:\duke3d directory, and type ATTRIB -R *.*
. This will make all of your files writeable and it may fix the problem.
You might have to exit to DOS before you can play it. Click Shutdown on the Start menu. Then select Restart in DOS mode. You should be able to run duke3d from there.
Point the mouse cursor at it and press 1
.
Type the following at the C:\Duke3d prompt: duke3d -map mapname
. Make sure you don't type duke3d /map mapname
or else it will interpret it as /m
, which means it will play the map without monsters. Note: You can also play a user level by using SETUP.EXE.
Type DUKE3D ?
or DUKE3D /?
to see a complete list of the command parameters.
Just copy them straight into your C:\duke3d directory. When Duke3D is run, it will search for any sound/music files in the main directory and it will use those instead.
When Duke3D plays a user map, it loads it as E1L8. So if you end the level, the game will search for E1L9 and quit if it doesn't find it.
You cannot control the Two-Way Train's speed, but you can control the One-Car Subway and Multi-Car Subway's speeds.
Use tile number 2566. Tile number 27 is just tripbomb ammo.
Make sure it's a one sided wall (press 1
to make a masked wall one sided). Then make sure it's blocked and hittable by pressing B
and H
on it.
Don't worry it will look fine in the game.
That's because you've parallaxed a BIGORBIT tile. You can fix this problem by giving the BIGORBIT tile a palette other than 0 (3 works great).
You don't set the par times in BUILD itself. You need to edit the USER.CON file.
If a line is too long, it will no longer become highlighted when the mouse cursor is moved near it. Which means you can't insert any new points onto it. Just don't make lines too long.
If several sprites are overlapping each other, you won't see the sprite flickering. Try not to overlap sprites.
There are several bugs related to deleting or copying sectors. Save your work before you attempt to delete or copy a sector. If you are deleting a sector, you should delete everything in it first (including Hi and Lo Tags). Then press Right Ctrl + Delete
to make all of it's walls turn white. Now just move the vertices over each other to collapse and delete the sector. If you are copying a sector, remember that the copy will have white walls when you paste it. If you want the copy to have red walls, first create a shell for the copied sector to fit into. Then place the copy inside the shell and the walls will turn red.
If a subway's ceiling or floor is parallaxed, it will shoot rockets at the player when they are nearby. To fix this, give the ceiling or floor of the subway car a palette other than 0 (3 works well). Have a look at the circling ship that shoots rockets at you in E2L1.MAP for a better idea how this works.
Actually, there is! It's called Mapster, and it's an edited and upgraded version of BUILD. I think you'll be surprised to know that I have graciously included it with this CD! Go ahead and try it out, I myself was pleasantly surprised by it's smooth new design and use of color.
Pink sprites (or walls) means that they are blocked. The player cannot move through a blocked object.
Press O
on each side of the door frame. This will orientate the walls so that they won't move up and down with the ceiling.
O
key!"
If you are making an elevator with the sector tag [0,18]
or [0,19]
, the walls will always move up and down with the elevator. The O
key aligns walls to either the floor or the ceiling, and because those types of elevators move both the floor and the ceiling, the walls will always move up and down with the elevator. The only workaround is to create your elevator sector inside of another sector so their walls almost touch. That way, the outer sector's walls will stay still, while your elevator sector (with no walls) moves up and down.
This is a bug which cannot be fixed. If it really annoys you, just make your star trek doors silent.
Make sure you placed the player start position in BUILD. Move the white arrow where you want the player to start (the start position also saves the height you are at), and hit Scroll Lock
. A brown arrow will appear indicating the player start position.
I have noticed a bug which sometimes occurs when BUILDing your level. Every time you load the level and enter 3D mode, the brown arrow relocates to your position when you entered 3D mode. So before you move around in 2D mode after loading your level, hit Keypad Enter
first, so that you enter 3D mode at the start position. This way, your start position will never change. That's probably confusing, but you'll probably run into this bug a few times.
Alt + S
!"
If you try to surround a white-lined sector with another white-lined sector, then hit Alt + S
on the innermost sector, that message will be displayed. Try creating sectors from the outside to the inside. That should fix the problem.
Many effects will only work with certain switch sprites. Try changing the switch sprite you're using.
It stands for Hall Of Mirrors. HOM is when a texture "sticks" to the screen and it is a really ugly graphic problem to have in a map. There are two ways HOM can happen: (1)A tile that has been assigned to a wall/ceiling/floor in a level does not exist in any of the .ART files, (2)The sector behind a mirror is not large enough, so the HOM effect covers the mirror.
This could mean one of two things: (1)Your teleporter was somehow built incorrectly. (2)You have been telefragged. Telefragging occurs when someone teleports to a sector which you are currently standing on. So don't stand on a teleporter for long!
Game Errors
If you get these messages when you try to play your maps, here are the solutions:
This error means that there is a Sector Effector in your map which has no Hi or Lo Tag values. Either delete it, or give it tag values.
The Sector Effector on the subway or two-way train is not in the correct sector. This is pretty complex, so check the Advanced FX section on how to build two-way trains and subways so you won't get this error.
This problem is caused by too many animated masked walls (such as the spinning fan texture). Remove some masked walls to fix this problem.