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Q. My framerate has made the game unplayable. What can I do to improve it?
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A. Try the following to bring your frame rate back to Earth:
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| 1. Reduce the number of unique sprites within any given areA... too
many being loaded causes the engine to slow down when loading. |
| 2. Don't use groups of sectors to make stairs. Use slopes instead.
Too many sectors within any viewable area causes the engine to slowdown when
calculating the image Duke sees. |
| 3. Avoid very large, expansive sectors. If the engine has to load too many
sprites/tiles in any given image, the frame rate drops dramatically. |
| 4. Cut down on the number of monsters in one areA. Too many actors again
will drop the FPS. |
| 5. Avoid putting in lots of monsters that fire rockets. RPG really tax
the engine. |
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Q. Okay, my water sectors are identical, the sprites are in the same place,
and pointing at the same angle. I can't enter the water or come out of it.
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A. Make sure the ceilings/floors of both above-water and underwater sections
don't have any slope to them. To clear the slope of a ceiling/floor, point
at it in 3d mode and hit '/'. Also make sure the SE-7 sprites are placed on
the floor. If you've put an island sector within your above water sector,
that must be duplicated on the underwater section. Take a look at
E1L3, the submarine level, and you'll see what I mean.
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Q. I made a sprite with my paint program using the correct Duke palette, and
imported it into EditArt. But when I use the sprite in Build, the "clear"
space I had colored like the other masking sprites appears pink.
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A.
Load EditArt, find your tile, point at any one of the pixels that
represent the color you'd like to make masking, and hit Backspace then
'C'. Backspace turns your drawing color to the masking color, and 'C' will
turn any pixel matching the color of the current pixel (the one you have pointed
at) to that drawing color.
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