_  _    __    ___  __    ___  _____  _  _
 ( \( )  /__\  / __)(  )  / __)(  _  )( \( )
  )  (  /(__)\( (__  )(__( (__  )(_)(  )  (
 (_)\_)(__)(__)\___)(____)\___)(_____)(_)\_)

The History of Hacking  ·  May 31 – June 2, 2026  ·  Carolina Beach, NC

Connect from your terminal: telnet naclconbbs.net 23  |  ssh naclconbbs.net -p 2222

  • src/doors/syncduke/Game/src/game.c src/doors/syncduke/syncduke_stubs.c

    From Rob Swindell (on Debian Linux)@VERT to Git commit to main/sbbs/master on Wed Jul 1 02:20:56 2026
    https://gitlab.synchro.net/main/sbbs/-/commit/089adf2bcfff88bff9d35295
    Modified Files:
    src/doors/syncduke/Game/src/game.c src/doors/syncduke/syncduke_stubs.c Log Message:
    syncduke: restore the original intro hold timing when audio is up

    The Logo() intro holds -- the 3D Realms logo, and the "DUKE NUKEM 3D" fly-in with
    the two pipebomb explosions -- were cut from ~7s/~8s down to ~2s/~3s back when the
    door had no audio, since the holds were dead waits for intro music/reverb that never played. Audio works now, so run the full original holds so the explosion reverb (and the FLY_BY) and the intro MIDI fade out before the menu, as in the original -- but ONLY when the terminal has digital audio (tier >= 1), re-checked
    each loop iteration so it extends the moment the capability probe resolves. A silent terminal keeps the short intro (still no dead wait). New syncduke_audio_active() exposes the tier to the engine.

    Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

    ---
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