EDuke Source Code Development Center
Latest Updates
EDuke32
Posted by Usurper on Sunday, September 18 2005As you may have noticed, development has ceased on the DOS version of EDuke. This is largely due to the emergence of EDuke32, a native Windows port of EDuke based on JFDuke3D. (It should compile under Linux as well.) EDuke32 has nearly all the features of EDuke 2.1.1 and has been extended with numerous new commands, events, and structure members. Custom projectiles alone make it awesome, but there's much much more to be found.
This section will remain in one form or another for historical reasons and to assist those who are interested in the DOS version or the Icculus port of WinEDuke. Should anyone wish to continue the Icculus version or DOS versions, we will continue to update progress here.
Eduke 2.1.1 Released
Posted by Renegado on Saturday, July 3 2004At last, here is the first version of our Eduke source port. Binaries and source code of Eduke 2.1.1 and its tools are alvailable for download at the right side of this page. Have fun and see you in the next version! ;)
Happy Funtime Build of WinEduke
Posted by Usurper on Sunday, December 14 2003I'm not a developer per se, but I had to make this build for myself, and see no reason not to share it with you. Look over in yonder download column and grap WinEdukeb39plus (filename wineduke_39_sos.zip).
Guid showed me how to use Colourless's code to add room over room into Eduke. I initially tested it with the Eduke 2.1 Iced version, then realized I had Visual C and could probably toss a wineduke build together so that I could get proper sound support in XP. There's no demo map. If you want a demo, grab the demo maps off of Colourless's site.
Keep in mind that this room over room is not perfect. Transition between floors will be jerky and must be done with teleporters. Projectiles will not behave well passing through the hole.
Thanks to all the Edukelings for making this possible.
Eduke 2.0a kill-a-ton patch uploaded
Posted by Guid on Monday, November 24 2003Here's the second patch that will install Eduke 2.0 for the people that have the kill-a-ton version.
Compilable Eduke 2.0 Source Code Up
Posted by Usurper on Thursday, November 13 2003I just received and tested Guid's repackaged Eduke 2.0 files. He's got it compiling nicely, despite a strange error message at the end:
"error(F38):(game.exe) does not exist and cannot be made from existing files"
"error(E02):make executin terminate"
Despite the error messages, it still generates an .exe that seems to work just fine.
The generated binary still contains the old cd-detection that v1.5 used, so you'll need to dig out the old cd-rom.
Eduke 2.0 Source mostly up
Posted by Usurper on Thursday, November 6 2003None of my volunteers were able to get the source to compile, but that doesn't mean you can't. A few files are missing, and it may be possible to reconstruct them from other Duke 3D source releases.
If you have any luck, let us know!
Eduke 2.0 patch uploaded at RTCM
Posted by Renegado on Thursday, August 28 2003Many people asked for it (due to broken links, etc...) so now here it is. YouŽll need a fresh copy of Duke Nukem 3D Atomic Edition in your computer to install it.
Note: Problably you canŽt install it if you have Windows XP or the Kill A Ton version.
Added cons to Iced Eduke
Posted by Usurper on Sunday, August 24 2003I reuploaded the Eduke 2.1 Iced Edition with the default cons necessary to run it. The user.con file has been set to the default code for 4 episodes. Make sure you read the readme.txt file which contains IceColdDuke's tutorial for adding more episodes.
Just to be clear, the iced file has all the files needed to run Eduke 2.1. It also has the source code to compile it if you want to make your own changes.
Update: Apparently I uploaded the old file again. Good job, me. It's fixed now.
Eduke 2.1 Iced edition
Posted by Usurper on Saturday, August 23 2003Just uploaded a new source binaries package that combines Malone3D and Renegado's stable Eduke release with IceColdDuke's extra episode patch. Cons are not included in this release. Odds are you already have them from the edukebinaries package anyway.
Follow the instructions in the readme.txt to learn how to add the appropriate lines to your user.con to add extra episodees (looks like 8 is the max) to Duke Nukem 3D.
At last, we're ready to roll
Posted by Usurper on Monday, August 18 2003When the EDuke source was released back in May, it was a mixed blessing. In short, nobody could get the damn thing to run. Missing projectiles, cd check problems, and other fun errors plagued us.
Cyborg chopped away the cd-check problem, BlasterDRP gave us the cd-detect removal patch, but problems persisted.
Well, thanks to the continuing efforts of Renegado and his crew, we now have a working version of EDuke 2.1.
I'll be turning this section over to Renegado and Guid. I may pop in with more docs and info, but they're running the show. Check back frequently for updates as well as source and binary downloads. Drop your EDuke questions into our EDuke forum and we'll do our best to answer them.
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About Eduke
Eduke is a project by Matt Saettler to modify the source code of Duke Nukem 3D to allow for more options in creating modifications and total conversions. Matt was already familiar with the Duke source code from his work on Nam and World War II GI, the last commercial games to be released using the Build engine. He had also been a programmer on the popular Blood game, also using the Build engine.
The extensions to WWIIGI's con language sparked the interest of the Duke3D mod community. Mr. Saettler proposed extending the WWIIGI con language even further, and 3D Realms granted him permission to make a patch for Duke3D itself in order to add new con features.
Dubbed "EDuke" and continuing the Duke3D version numbering, the first release was made on July 28th of 2000. Eduke 2.0 contained all the additions of WW2GI as well as numerous other enhancements. Some of these included:
- Weapon controls: These allowed the modder to assign weapon speed, reload rates, projectile type, and more
- Global, per-player, and per-actor variables. Modders no longer had to cannibalize the inventory system to store variables.
- Access to sector information. Modders could detect the hitag, lotag, floor or ceiling textures of the current sector, allowing for more sector-based effects (new hurt-floors, healing chambers, variant footstep sounds, etc.).
The 2.0 package included a demo map and con package created by the beta testing team. It included a particle fountain, realistic ladders, sprite-based elevators, and a con-based transparent water effect, among other things.
Work continued on over the year on 2.1. While never publicly released, the beta testing team put it through its paces. The most prominent change was in the weapon code, which now allowed for complete customization. Weapons could have any number of frames, have multiple animations, idle animations, reload animations, and could be displayed at double the resolution of Duke3d, allowing for more detailed sprites. "Events" were added to the cons to detect number-key presses, which allowed variable weapon modes or dozens of different weapons to be available. Con compiling also made its debut, allowing authors to distribute their cons in a single pre-compiled package.
For more information on EDuke, check out Matt's EDuke
site and the EDuke con guides here at
RTCM