CRACK LOCATOR

The Way We Find The Cracks
 
JonoF's Duke Nukem 3D Port
  1. Download the crack/serial/keygen for "JonoF's Duke Nukem 3D Port".
  2. Download with DSL speed using USENExT.
  3.  

  4. View text files (.nfo & .diz) autoextracted from the zip.
  5. If you like the software, please support the author and buy it! Every good job should be paid.

Previous cracks Next cracks
Related cracks Alternative possible spelling

Auto .NFO Viewer
jfduke3d_20040217/build.cfg: ; Build editor configuration ; Video mode selection ; 0 - Windowed ; 1 - Fullscreen fullscreen = 0 ; Video resolution selection ; 0 - 320 x 200 ; 1 - 360 x 200 ; 2 - 320 x 240 ; 3 - 360 x 240 ; 4 - 320 x 400 ; 5 - 360 x 400 ; 6 - 640 x 350 ; 7 - 640 x 400 ; 8 - 640 x 480 ; 9 - 800 x 600 ; 10 - 1024 x 768 ; 11 - 1280 x 1024 ; 12 - 1600 x 1200 resolution = 10 2dresolution = 8 ; Sound sample frequency ; 0 - 6 KHz ; 1 - 8 KHz ; 2 - 11.025 KHz ; 3 - 16 KHz ; 4 - 22.05 KHz ; 5 - 32 KHz ; 6 - 44.1 KHz samplerate = 4 ; Music playback ; 0 - Off ; 1 - On music = 1 ; Enable mouse ; 0 - No ; 1 - Yes mouse = 1 ; Mouse sensitivity mousesensitivity = 1.0 ; Key Settings ; NOTE: The values below are in hexadecimal without ; the usual C '0x' (or pascal '$') prefix ; ; SC 1 2 3 4 5 6 7 8 9 A B C D E F ; KEY ESC 1 2 3 4 5 6 7 8 9 0 - = BACKSPC TAB ; ; 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F ; Q W E R T Y U I O P [ ] ENTER L-CTRL A S ; ; 20 21 22 23 24 25 26 27 28 29 2A 2B 2C 2D 2E 2F ; D F G H J K L ; ' ` L-SHIFT | Z X C V ; ; 30 31 32 33 34 35 36 37 38 39 3A 3B 3C 3D 3E 3F ; B N M , . / R-SHIFT KP* L-ALT SPACE CAPS F1 F2 F3 F4 F5 ; ; 40 41 42 43 44 45 46 47 48 49 4A 4B 4C 4 D 4E 4F ; F6 F7 F8 F9 F10 NUMLK SCROLL KP7 KP8 KP9 KP- KP4 KP 5 KP6 KP+ KP1 ; ; 50 51 52 53 57 58 ; KP2 KP3 KP0 KP. F11 F12 ; ; 9C 9D ; KPENTER R-CTRL ; B5 B8 ; KP/ R-ALT ; ; C7 C8 C9 CB CD CF ; HOME UP PAGEUP LEFT RIGHT END ; D0 D1 D2 D3 ; DOWN PAGEDOWN INSERT DELETE keyforward = C8 keybackward = D0 keyturnleft = CB keyturnright = CD keyrun = 2A keystrafe = 9D keyfire = 1D keyuse = 39 keystandhigh = 1E keystandlow = 2C keylookup = D1 keylookdown = C9 keystrafeleft = 33 keystraferight = 34 key2dmode = 9C keyviewcycle = 1C key2dzoomin = D key2dzoomout = C keychat = F jfduke3d_20040217/GNU.TXT: GNU GENERAL PUBLIC LICENSE Version 2, June 1991 Copyright (C) 1989, 1991 Free Software Foundation, I nc. 59 Temple Place - Suite 330, Boston, MA 02111-13 8;7, USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The licenses for most software are designed to take away your freedom to share a nd change it. By contrast, the GNU General Public License is intended to guarant ee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GN U Library General Public License instead.) You can apply it to your programs, to o. When we speak of free software, we are referring to freedom, not price. Our Gene ral Public Licenses are designed to make sure that you have the freedom to distr ibute copies of free software (and charge for this service if you wish), that yo u receive source code or can get it if you want it, that you can change the soft ware or use pieces of it in new free programs; and that you know you can do thes e things. To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions trans late to certain responsibilities for you if you distribute copies of the softwar e, or if you modify it. For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must m ake sure that they, too, receive or can get the source code. And you must show t hem these terms so they know their rights. We protect your rights with two steps: (1) copyright the software, and (2) o ffer you this license which gives you legal permission to copy, distribute and/o r modify the software. Also, for each author's protection and ours, we want to make certain that ev eryone understands that there is no warranty for this free software. If the soft ware is modified by someone else and passed on, we want its recipients to know t hat what they have is not the original, so that any problems introduced by other s will not reflect on the original authors' reputations. Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obta in patent licenses, in effect making the program proprietary. To prevent this, w e have made it clear that any patent must be licensed for everyone's free us e or not licensed at all. The precise terms and conditions for copying, distribution and modification foll ow. TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such pr ogram or work, and a "work based on the Program" means either the Progra m or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or tra nslated into another language. (Hereinafter, translation is included without lim itation in the term "modification".) Each licensee is addressed as " you". Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents cons titute a work based on the Program (independent of having been made by running t he Program). Whether that is true depends on what the Program does. 1. You may copy and distribute verbatim copies of the Program's source c ode as you receive it, in any medium, provided that you conspicuously and approp riately publish on each copy an appropriate copyright notice and disclaimer of w arranty; keep intact all the notices that refer to this License and to the absen ce of any warranty; and give any other recipients of the Program a copy of this License along with the Program. You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee. 2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions: a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change. b) You must cause any work that you distribute or publish, that in whole or in p art contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License. c) If the modified program normally reads commands interactively when run, you m ust cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright not ice and a notice that there is no warranty (or else, saying that you provide a w arranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Pr ogram itself is interactive but does not normally print such an announcement, yo ur work based on the Program is not required to print an announcement.) These requirements apply to the modified work as a whole. If identifiable sectio ns of that work are not derived from the Program, and can be reasonably consider ed independent and separate works in themselves, then this License, and its term s, do not apply to those sections when you distribute them as separate works. Bu t when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this Lice nse, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it. Thus, it is not the intent of this section to claim rights or contest your right s to work written entirely by you; rather, the intent is to exercise the ri ght to control the distribution of derivative or collective works based on the P rogram. In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distri bution medium does not bring the other work under the scope of this License. 3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following: a) Accompany it with the complete corresponding machine-readable source code, wh ich must be distributed under the terms of Sections 1 and 2 above on a mediu m customarily used for software interchange; or, b) Accompany it with a written offer, valid for at least three years, to give an y third party, for a charge no more than your cost of physically performing sour ce distribution, a complete machine-readable copy of the corresponding source co de, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial d istribution and only if you received the program in object code or executab le form with such an offer, in accord with Subsection b above.) The source code for a work means the preferred form of the work for making modif ications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definitio n files, plus the scripts used to control compilation and installation of the e& #120;ecutable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or bin ary form) with the major components (compiler, kernel, and so on) of the operati ng system on which the executable runs, unless that component itself accomp anies the executable. If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code. 4. You may not copy, modify, sublicense, or distribute the Program except a s expressly provided under this License. Any attempt otherwise to copy, mod ify, sublicense or distribute the Program is void, and will automatically termin ate your rights under this License. However, parties who have received copies, o r rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance. 5. You are not required to accept this License, since you have not signed it. Ho wever, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work b ased on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it. 6. Each time you redistribute the Program (or any work based on the Program), th e recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by thir d parties to this License. 7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the cond itions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligatio ns under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent licens e would not permit royalty-free redistribution of the Program by all those who r eceive copies directly or indirectly through you, then the only way you could sa tisfy both it and this License would be to refrain entirely from distribution of the Program. If any portion of this section is held invalid or unenforceable under any partic ular circumstance, the balance of the section is intended to apply and the secti on as a whole is intended to apply in other circumstances. It is not the purpose of this section to induce you to infringe any patents or o ther property right claims or to contest validity of any such claims; this secti on has the sole purpose of protecting the integrity of the free software distrib ution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through t hat system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through a ny other system and a licensee cannot impose that choice. This section is intended to make thoroughly clear what is believed to be a conse quence of the rest of this License. 8. If the distribution and/or use of the Program is restricted in certain countr ies either by patents or by copyrighted interfaces, the original copyright holde r who places the Program under this License may add an explicit geographica l distribution limitation excluding those countries, so that distribution i s permitted only in or among countries not thus excluded. In such case, thi s License incorporates the limitation as if written in the body of this License. 9. The Free Software Foundation may publish revised and/or new versions of t he General Public License from time to time. Such new versions will be similar i n spirit to the present version, but may differ in detail to address new problem s or concerns. Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version& #34;, you have the option of following the terms and conditions either of that v ersion or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any v ersion ever published by the Free Software Foundation. 10. If you wish to incorporate parts of the Program into other free prog rams whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for thi s. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally. NO WARRANTY 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWI SE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROG RAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, I NCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITN ESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE C OST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WI LL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE T HE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENER AL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABI LITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER P ARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. END OF TERMS AND CONDITIONS jfduke3d_20040217/readme.txt: README for JonoF's Duke Nukem 3D Port With contributions by Ken Silverman 17 February 2004 This is a work-in-progress release of my port of Duke Nukem 3D using my ported Build engine codebase. There are bugs which I'm tracking down and fixing as an ongoing process. WARNING! WARNING! WARNING! WARNING! 1. Since this is work-in-progress I cannot and will not attest to the safety of using this executable. You use it at your own risk! 2. 3D Realms and Apogee do not support this port. Contact me at jonof@edgenetwk.com if you find problems. WARNING! WARNING! WARNING! WARNING! Notes for this port: *** READ releasenotes.html FOR MORE DETAILED INFORMATION ABOUT THE NEW *** THINGS IN THIS VERSION. * Includes new true-colour texture support for modders. * Network support hasn't changed yet. See releasenotes.html for the usual information. * Game detects Shareware, Full v1.3d, and Atomic game data and behaves in th e manner appropriate for the data set. * Joystick support is improved in this release. Enjoy! - Jonathon Fowler jonof@edgenetwork.org http://jonof.edgenetwork.org/buildport/duke3d/ jfduke3d_20040217/releasenotes.html: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN 4; "h ttp://www.w3.org/TR/html4/loose.dtd"> <html> <head> <meta http-equiv="Content-Type" content="text/html; chars et=UTF-8" /> <meta name="Author" content="Jonathon Fowler" /> <title>Release Notes for JonoF's Duke Nukem 3D Port</title> ; <style type="text/css"> body { font-family: Tahoma,sans-serif; font-size: 10pt; } </style> </head> <body> <h1>Release Notes for JonoF's Duke Nukem 3D Port</h1&# 62; <p>Release date: 17 February 2004</p> <h2>New Features</h2> <ul> <li>True-colour textures. <a href="#hightile">Se e here for more information</a>.</li> <li>ZIP file support. <a href="#hightile-zip">See her e for more information</a>.</li> <li>Improved joystick support.</li> </ul> <h2>Known Issues</h2> <ul> <li>Multiplayer code is only really usable on a fast LAN with fast co mputers, and even then sometimes it's not reliable, but for the most part qu ite stable. Slow machines and connections over the Internet are prone to failure . <a href="#network">See here for information on using the netwo rk features</a>.</li> <li>When a joystick is connected, mouse aiming becomes twice as sensi tive in the vertical direction when run mode is enabled. This problem will be fi xed in the next release.</li> <li>A number of joystick configuration options are not accessable in the options menu in the game. Some work needs to be done to improve Duke's i nput handling code and when that is complete I will add these configuration menu s.</li> </ul> <h2><a name="hightile"></a>Hightile</h2 2; <p>This release features the debut of the "Hightile" text uring improvements to Polymost. Hightile allows Polymost to use true-colour te&# 120;tures instead of the artwork in the game's usual .ART file.</p> <p>Replacement textures can be saved as JPEG, PNG (alpha channel supported), TGA, BMP, CEL, or GIF formats. Hightile uses Ken Silverman's pic ture library to provide rapid picture file loading.</p> <p>Here is an example .CON file (named EXTRA.CON for this ex ercise) demonstrating how to specify palette tints and texture replacements . To use this file, you would run Duke as "<code>DUKE3D.EXE /xE XTRA.CON</code>":</p> <blockquote><pre> // Extra additions to the game include GAME.CON // These entries simulate full-palette tinting // definetint <pal#> <r> <g> <b> [effects] // pal# is the palette lookup // r/g/b are the colour component factors which tint true-colour textur es // effects is an optional bit-set indicating which image processing effects // to apply to a replacement image for a particular palette. Add the value s: // 1 = greyscale // 2 = invert (negative) definetint 1 110 110 255 definetint 2 255 110 80 definetint 4 0 0 0 definetint 6 192 255 138 3 definetint 7 255 255 60 definetint 8 180 255 200 // These entries define texture replacements // definereplacement <pic#> <pal#> <centx> <centy> ; <sizx> <sizy> <filename> // pic# is the tile number to replace. // pal# is a specific palette number to replace. 0 replaces everything n ot // explicitly defined on its own. // centx/centy are the centering offsets for the replacement textu re. // sizx/sizy specify the texture size in regular tile coordinates. // -1 says to use the size of the original tile. // filename is the picture file name. definetexture FEMPIC6 0 0 0 -1 -1 newtextures/0 ;09.png definetexture FEMPIC7 0 0 0 -1 -1 newtextures/rika .png</pre></blockquote> <h3>Limitations to Hightile in this release</h3> <ul> <li>Hightile will squash or stretch the replacement to fit in the dim ensions of the original tile it replaces. Artists should keep their replacements in the same ratio as the original tile for the art to not look distorted. This means the sizx and sizy parameters in the example above are ignored, b ut won't be in a future version, so use -1 for those values for now.< ;/li> <li>Like above, the centx and centy parameters are ignored at pr esent but won't be in a future version.</li> <li>Hightile does not use texture compression yet. A future rele ase will add this support for video cards that can handle compressed textur es.</li> <li>Hightile does not precache textures yet. You will notice a s mall delay on occasion as a texture is loaded into memory when it is first seen.</li> </ul> <h2><a name="hightile-zip"></a>ZIP file suppor t</h2> <p>Duke (and Build games in general) can now load game resources from a ZIP file.</p> <p>ZIP files are used in Duke in the same manner as extra GRP fil es are specified. Use the "/g" commandline switch to specify the ZIP to load. eg. <code>DUKE3D.EXE /gMYFILE.ZIP</code></p> <h2><a name="polymost"></a>Polymost</h2 2; <p>Polymost is a full 3D implementation of the Build engine renderer, with hardware acceleration capability, and perspective in six degrees of fr eedom. In Ken's own words (copied from POLYMOST.C in my Build engine source distribution):</p> <blockquote><pre> "POLYMOST" code written by Ken Silverman Ken Silverman's official web site: http://www.advsys.net/ken Motivation: When 3D Realms released the Duke Nukem 3D source code, I thought somebody would do a OpenGL or Direct3D port. Well, after a few months passed, I saw no sign of somebody workin g on a true hardware-accelerated port of Build, just people saying it wasn't possible. E ventually, I realized the only way this was going to happen was for me to do it myself. First, I neede d to port Build to Windows. I could have done it myself, but instead I thought I'd ask my Austr alian buddy, Jonathon Fowler, if he would upgrade his Windows port to my favorite compiler (MSVC) - wh ich he did. Once that was done, I was ready to start the "POLYMOST" project. About: This source file is basically a complete rewrite of the entire rendering part of the Build engine. There are small pieces in ENGINE.C to activate this code, and other minor hacks in other source files, but most of it is in here. If you're looking for polymost-related cod e in the other source files, you should find most of them by searching for either "polymost" o r "rendmode". Speaking of rendmode, there are now 4 rendering modes in Build: rendmode 0: The original code I wrote from 1993-19&# 57;7 rendmode 1: Solid-color rendering: my debug code before I did textu re mapping rendmode 2: Software rendering before I started the OpenGL code (Note: this is just a quick hack to make testing easier - it's not optimized to my usual standards!) rendmode 3: The OpenGL code The original Build engine did hidden surface removal by using a vertical span bu ffer on the tops and bottoms of walls. This worked nice back in the day, but it it's not suit able for a polygon engine. So I decided to write a brand new hidden surface removal algorithm - usi ng the same idea as the original Build - but one that worked with vectors instead of already rast erized data. Brief history: 04/01/2003: 3D Realms releases Duke Nukem 3D source code 10/04/2003: Jonathon Fowler gets his Windows port working in Visual C 10/04/2003: I start writing POLYMOST.BAS, a new hidden surfa ce removal algorithm for Build that works on a polygon level instead of spans. 10/16/2003: Ported POLYMOST.BAS to C inside JonoF KenBuild&# 39;s ENGINE.C; later this code was split out of ENGINE.C and put in this file, POLYMOST.C. 12/10/2003: Started OpenGL code for POLYMOST (rendmode 3) 12/23/2003: 1st public release 01/01/2004: 2nd public release: fixed stray lines, status bar, mirrors, sky, and lots of other bugs. </pre></blockquote> <p>Polymost can be enabled in the setup program, or via the new "V ideo Options" menu which exists under the normal "Options" main menu selection. You will see at the bottom of the Video Options menu a "Ren derer" option, which normally reads "Classic". Press Enter on that o ption to cycle through to "Polygon" which is Polymost with software rend ering, and once more to "OpenGL" which is Polymost with hardware acceler ation.</p> <p><strong>NOTE:</strong> If your computer does not ha ve an OpenGL graphics card, Polymost in OpenGL mode will most likely use the def ault Windows OpenGL rasterising facility which does all rendering in software. T his may be extremely slow. If your Windows installation doesn't have an y form of OpenGL rendering abililty, Polymost will probably crash.</p> <p><strong>NOTE 2:</strong> OpenGL Polymost has been t ested on an nVidia Riva TNT 16MB, an nVidia GeForce2 GTS 32MB, an nVidia GeF orce4 Ti4600 128MB, an ATi Radeon Mobility 9000 64MB , and a 3D-Labs Oxygen GVX420 128MB (minor texturing issues).& #60;/p> <h2><a name="network"></a>Network Games</h 2> <p>Because this feature is still experimental, setting up a netwo rk game is not the most streamlined of tasks, but it is achievable. First, some things to note:</p> <ol> <li>Slow computers will fail to negotiate a connection with the game. I do not know where exactly the cut-off lies, but basically, machines whic h have worked are anywhere from a Pentium 3 1000MHz and upwards, while a Pentium 233MMX failed to achieve synchronisation. If you choose to test the game, your mileage may vary.</li> <li>Slow or laggy networks may prove to be a problem. This means no I nternet play because the game quickly goes to crap soon after negotiating the co nnection, if it even manages that.</li> <li>I have noticed that sometimes at the end of a map, the game jams up at the intermission screen showing the player scores.</li> <li>If the game seems to be stuck waiting, try holding Escape for at least four seconds and hopefully the game will kill itself. If this fails to wor k, you may have to kill the game using Windows' Task Manager.</li> </ol> <p>So, knowing these particular nuances, this is how to configure a ne twork game.</p> <p><strong>IMPORTANT:</strong> Place two or more blank lines at the end of the configuration files below or the game will start in sin gleplayer mode. This is a bug in my script loading code which I have not yet fi& #120;ed.</p> <h3>Hosting a game</h3> <p>A machine hosting a game needs to create a configuration file which contains the following information:</p> <ul> <li>The port to communicate on (if omitted, defaults to 19 8;14)</li> <li>The number of players to wait for</li> <li>An indication of whether to host or join a game (in this case, ho st)</li> </ul> <p>This can be placed in a text file (which for this demonstratio n I will name <em>player-host.ini</em>) like so:</p> <blockquote><code> [Network Game]<br /> IPPort = 19014<br /> Mode = "Host"<br /> Players = 3 </code></blockquote> <p>To then start the game and wait for players to join, either create a shortcut to DUKE3D.EXE and modify its properties to use a command line like th e following, or type the following at a DOS prompt.</p> <blockquote> D:\Duke3D> duke3d.exe -net player-host.ini -name JonoF </blockquote> <p>The game will then start and wait for players to join.</p> <h3>Joining a game</h3> <p>A machine joining a game needs to create a configuration file which contains the following information:</p> <ul> <li>The port to communicate on (if omitted, defaults to 19 8;14)</li> <li>The address (and port) of the computer hosting the game</li&# 62; <li>An indication of whether to join or host the game (in this case, join)</li> </ul> <p>This can be placed in a text file (which for this demonstratio n I will name <em>player-join.ini</em>) like so:</p> <blockquote><code> [Network Game]<br /> IPPort = 19014<br /> Mode = "Join"<br /> Host = "asuka:19014" </code></blockquote> <p>To then start the game and wait until the rest of the players join, either create a shortcut to DUKE3D.EXE and modify its properties to use a comma nd line like the following, or type the following at a DOS prompt.</p> <blockquote> D:\Duke3D> duke3d.exe -net player-join.ini -name FonoJ </blockquote> <p>The game will then start and wait until enough players have joined. </p> <address>Happy Duke'ing!<br />Jonathon Fowler (<a href ="mailto:jonof@edgenetwork.org">jonof@edgenetwork.org</a>)&# 60;/address> </body> </html>
Total 126566 cracks located, last update 2006-10-03 15:33:03.
Powered by Crack Locator. No rights reserved.

Email: for generic info - webmaster!crack-locator.com; send new crack - new!crack-locator.com
Links: Astalavista.box.sk; Lomalka; crack.cd; Software Serials
Get Firefox!