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[RELEASE] Duke Nukem 64 PC port

User is offline   Ninety-Six 

#91

View PostFox, on 04 July 2021 - 09:34 AM, said:

I just picked the music based on the similarity of the levels

Currently I would use this:

Battlelord = Faces of Death
Duke-Burger = Duke Royale
Overlord = Fusion Station
Area 51 = Alien Rendezvous
Castle Dukenstein = Gates Motel
Piracy = Death Row
Shaft = Lunar Reactor
Noctis Labyrinthus = The Abyss


Alright, so if I wanted to do all that, what would need to be done? Would this port respond to changes to the con files (actually does it even have con files?), or would all the music files have to be renamed manually and placed into a Megaton folder to trick the port into thinking those are the right songs?
0

User is offline   Lunick 

#92

Create/edit a def file called duke64.def

Put things in it like this:

sound { id "291" file "psxmusic/bonus.ogg" }

music { id "E1L1" file "psxmusic/stalker.ogg" }
music { id "E1L2" file "psxmusic/stalker2.ogg" }
music { id "E1L3" file "psxmusic/echoharew.ogg" }
music { id "E1L4" file "psxmusic/distort.ogg" }
music { id "E1L5" file "psxmusic/echoharew.ogg" }
music { id "E1L6" file "psxmusic/mheavy1.ogg" }
music { id "E1L7" file "psxmusic/chaingun.ogg" }
music { id "E1L8" file "psxmusic/jungled.ogg" }
1

User is offline   Ninety-Six 

#93

View PostLunick, on 05 July 2021 - 03:49 PM, said:

Create/edit a def file called duke64.def

Put things in it like this:

sound { id "291" file "psxmusic/bonus.ogg" }

music { id "E1L1" file "psxmusic/stalker.ogg" }
music { id "E1L2" file "psxmusic/stalker2.ogg" }
music { id "E1L3" file "psxmusic/echoharew.ogg" }
music { id "E1L4" file "psxmusic/distort.ogg" }
music { id "E1L5" file "psxmusic/echoharew.ogg" }
music { id "E1L6" file "psxmusic/mheavy1.ogg" }
music { id "E1L7" file "psxmusic/chaingun.ogg" }
music { id "E1L8" file "psxmusic/jungled.ogg" }


That's literally just the "psxmusic.def" file that came with the TC. So all I have to do is rename that and put the soundtrack in the folder.

I honestly didn't expect it to be that easy. I thought for sure that was some kind of eduke-exclusive syntax.

Awesome. Thank you kindly.

This post has been edited by Ninety-Six: 05 July 2021 - 04:43 PM

0

User is offline   GemaH 

#94

Is there a way to make this work with a gamepad?

Starting the launcher with "all supported devices" still only gives me control options for keyboard and mouse only.
1

User is offline   Kyle07 

#95

Very nice to see such an advanced port from an N64 game. :) Maybe I will play one day Duke Nukem 64, all these changes are nice compared to the original game.


I know, it has been asked since 2020, but will there be (local) multiplayer with bot support? I was playing today Duke Nukem 3D: 20th Anniversary World Tour on the Nintendo Switch and wanted to play some Dukematch. Then I looked up on the Internet, if this 2016 remaster has the N64 multiplayer maps. Found out, that these are still N64 exclusive.

And then I found Red Nukem.

It would be great to play these maps some day. Or is there any alternative to play these maps with bots?
0

User is offline   Phredreeke 

#96

Well one of the maps is just a cut down part of Babeland. Of the remaining three maps there’s an eduke32 addon that revamps them for single player.
0

User is offline   Phredreeke 

#97

Yes, Duke Nukem 3d is such a hardcore game that you're shit out of luck if you don't have keyboard and mouse. :rolleyes:
1

User is offline   Striker 

  • Auramancer

#98

Duke3D has such aggressive auto-aim that it really doesn't matter. Hell, I've been able to hold my own keyboard-only against seasoned KB/M players, even though I don't prefer it. (I usually stick to KB/M).

Not sure what's the use of being so up one's own ass about having controller support. It's definitely not something tantamount to blasphemy, saying that is just being stupid. There's things like the GPD Win, Steam Deck, OneXPlayer, and such. There's also HTPCs, or just the act of hooking up a PC to a big-screen TV and hooking up a controller (or several). Many ways to use a PC outside of being planted at a desk. Not to mention having controller support can be a major boon to accessibility. (There's a number of controllers for amputees, for example, that use XInput to function.)

But like anything, those things take time. Hell, my own port still doesn't have controller support yet, but it'll happen eventually, the more input devices that can be supported, the better.

Also, nice temper tantrum downvote spree after being voted down for a shit take, Avenger.
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User is offline   Phredreeke 

#99

Rednukem doesn’t have multiplayer support for Duke64 so any advantage KB/M players would have over gamepad players is irrelevant, and I’ve unfortunately not seen any speedruns using Rednukem either (and even then I don’t see anyone caring what other people use as Rednukem would be a separate category from Duke64 on N64 anyway)
1

#100

As it was meant to prove...

View PostDNSKILL, on 31 July 2022 - 05:51 PM, said:

Don't worry, there will be another thread just like it soon enough, have you not seen the constant pattern of the Duke4 5 step program for new posts?:

1. A post is made about a new map, mod, or perhaps a question of which ball sags lower than the other on Duke's nutsack.
2. Someone decides to derail it with something that's usually entirely unrelated to OP.
3. This new discussion suddenly absorbs the original intent of the OP, to the point that anyone jumping in isn't even paying attention to OP and is just arguing about whatever derailed the post to begin with.
4. The derailed discussion is split into a new post.
5. Everyone shits their online persona pants in this moment, in their own unique way, which eventually leads to the thread falling into obscurity, getting locked, or being sent to the void zone.

I've been on this forum for over a decade now, and this has been the case since as far as I can remember. So don't worry, you'll get another chance to argue on this forum



I was quite curious to read if there were some more good news about Rednukem, then i've found the umpteenth dereailed topic...


Well, let me post my thoughts about this, as i think i can play decently with Mouse/Keyboard and also Controllers.

-It's all up to the players to mastering each device, having enough experience about the played games and develop skills, timing and instinct.

"Mouse and keyoboard are better to play FPS", probably yes, exactly like steering wheels+pedals are probably better to play racing games and emulate constant/gradual speed/steering/brake etc...Controllers are probably better to play fighting games and platformers.

Then why "probably", because there are always exceptions, there are always players that can become insanely good with a device that is "underrated" for "that" game, or people with some handicap but that are able to play better than persons without any kind of problems.(Oh and a big CHAPEU to people like Tucker, that unlike many nosense players in many games nowdays, he still play clean)

Some examples? search on Youtube for "Rippon Halo 1" (insane controller player), and "Tucker Griggs League of Legends", 2 different persons, 2 different games, i'm quite sure they could eat many nice players for breakfast, despite the "handicaps".


Next tell me that the person behind the screen does not matter.



Anyway, i see nothing wrong about asking for controller support (and then play with it), as i see nothing wrong about asking to add co-op and dukematch support (if possible) that are originally part of DN64, the more the better.

This post has been edited by The Battlelord: 08 August 2022 - 04:37 PM

2

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#101

I sanitized this place.
3

#102

Here's a thing to swap the babes for a mix of sprites from dn3d and the xxxtile packs
https://workupload.c...ile/CctMYAvyp32
Spoiler



Can I run custom maps with changelevel?
Or replace maps individually?
0

User is online   NightFright 

  • The Truth is in here

#103

I think the original N64 release didn't have episodes, right? So what was the idea behind the deviation?

Oh, and besides:
- Personally I wasn't able to get the PSX Music Pack running the way I wanted. Had to basically rename all tracks to match the MIDI files from the PC version.
- The PSX Music Pack has a file defined which isn't included, depart.ogg. Guess it's supposed to be distort.ogg or something?

This post has been edited by NightFright: 21 November 2022 - 02:06 PM

1

User is offline   Phredreeke 

#104

If you start on LA Meltdown the game will still continue to the next episode after Battlelord and Overlord. Their inclusion is for the sake of convenience I assume
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#105

Yeah you can't just start on Episode 2 and 3 in Duke64. Having the selectable episodes there is a nice touch.
1

User is offline   Ninety-Six 

#106

View PostLunick, on 05 July 2021 - 03:49 PM, said:

Create/edit a def file called duke64.def

Put things in it like this:

sound { id "291" file "psxmusic/bonus.ogg" }

music { id "E1L1" file "psxmusic/stalker.ogg" }
music { id "E1L2" file "psxmusic/stalker2.ogg" }
music { id "E1L3" file "psxmusic/echoharew.ogg" }
music { id "E1L4" file "psxmusic/distort.ogg" }
music { id "E1L5" file "psxmusic/echoharew.ogg" }
music { id "E1L6" file "psxmusic/mheavy1.ogg" }
music { id "E1L7" file "psxmusic/chaingun.ogg" }
music { id "E1L8" file "psxmusic/jungled.ogg" }


This doesn't work.

Console says it's loading duke3d.def from a directory that doesn't exist. Even though I've put the def in the root folder and called it both duke3d and duke64, neither of which it cares about.

EDIT: No, actually, it's reading from my eduke directory.

EDIT2: No, wait, it's even dumber. It's reading from one of my eduke sub-directories. why

For reference here, Rednukem is nowhere near my eduke directory.



EDIT3: Found the problem. It only works for episode 1 because the other file is set up to work with the original episode listings, while duke64 is a single episode.


And I don't know the file structure to make this compatible.

This post has been edited by Ninety-Six: 07 December 2022 - 07:12 AM

0

#107

View PostNinety-Six, on 07 December 2022 - 06:00 AM, said:

EDIT3: Found the problem. It only works for episode 1 because the other file is set up to work with the original episode listings, while duke64 is a single episode.


And I don't know the file structure to make this compatible.

I had a working one at some point but deleted it because of the pigcop death being overwritten.
IIRC you just continue the episode 1 format for the rest. So instead of E2L1, it's E1L1 to E1L30 or however many there are [probably]
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User is online   NightFright 

  • The Truth is in here

#108

As far as I know, the only way to make the music pack work is to name the files after the MIDIs from Duke3D, i.e. stalker.ogg, dethtoll.ogg, futurmil.ogg etc. That's because Rednukem supports the MIDIs in general, so it will also use their digitized counterparts. It will inevitably require duplicated tracks, but that's the way it is.

This definition file stuff doesn't work for most of the maps. Duke64.def is completely ignored. I dunno what you guys were testing before, but it either doesn't work now at least or actually never at all.

I will try that tip with keeping the E1LXX id in the definitions for everything, though. The first ep.2 level music definitely doesnt work with the E2L1 id, and none of the maps following after that, either.

This post has been edited by NightFright: 08 December 2022 - 02:16 PM

0

User is online   NightFright 

  • The Truth is in here

#109

I can now confirm that something like this works (provided you have psxmusic.def in your zipfile root dir and the needed OGG tracks in a subdir within the zipfile called "music"):

music { id "E1L1"  file "music/stalker.ogg" }   	// stalker.ogg
music { id "E1L2"  file "music/stalker2.ogg" }   	// dethtoll.ogg
music { id "E1L3"  file "music/echoharew.ogg" }   	// streets.ogg
music { id "E1L4"  file "music/distort.ogg" }   	// watrwld1.ogg
music { id "E1L5"  file "music/mheavy1.ogg" }   	// snake1.ogg
music { id "E1L6"  file "music/echoharew.ogg" }   	// thecall.ogg
music { id "E1L7"  file "music/dubspace.ogg" }   	// ahgeez.ogg
music { id "E1L8"  file "music/chemhead.ogg" }   	// dethtoll.ogg
music { id "E1L9"  file "music/mellcell.ogg" }   	// futurmil.ogg
music { id "E1L10" file "music/spacey.ogg" }   		// storm.ogg
music { id "E1L11" file "music/eerie.ogg" }   		// gutwrnch.ogg
music { id "E1L12" file "music/warehaus.ogg" }   	// robocrep.ogg
music { id "E1L13" file "music/atmospher.ogg" }  	// stalag.ogg
music { id "E1L14" file "music/303c.ogg" }   		// pizzed.ogg
music { id "E1L15" file "music/mheavy3.ogg" }   	// alienz.ogg
music { id "E1L16" file "music/trnrock.ogg" }   	// xplasma.ogg
music { id "E1L17" file "music/mhorr2.ogg" }   		// alfredh.ogg
music { id "E1L18" file "music/echoharew.ogg" }   	// gloomy.ogg
music { id "E1L19" file "music/mheavy1.ogg" }   	// intents.ogg
music { id "E1L20" file "music/chaingun.ogg" }   	// inhiding.ogg
music { id "E1L21" file "music/chem2brain.ogg" } 	// fatcmdr.ogg
music { id "E1L22" file "music/chemspoon.ogg" }  	// names.ogg
music { id "E1L23" file "music/distort.ogg" }   	// subway.ogg
music { id "E1L24" file "music/303c.ogg" }   		// invader.ogg
music { id "E1L25" file "music/lemchill.ogg" }   	// gotham.ogg
music { id "E1L26" file "music/233c.ogg" }   		// 233c.ogg
music { id "E1L27" file "music/trnrock.ogg" }   	// lordofla.ogg
music { id "E1L28" file "music/mheavy2.ogg" }   	// urban.ogg
music { id "E1L29" file "music/jungled.ogg" }   	// spook.ogg
music { id "E1L30" file "music/mheavy1.ogg" }   	// whomp.ogg


Launch parameters (assuming zipfile is named "psxmusic.zip" and def file is named "psxmusic.def"): rednukem psxmusic.zip -mh psxmusic.def
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User is offline   Ninety-Six 

#110

View Postlllllllllllllll, on 07 December 2022 - 10:52 PM, said:

I had a working one at some point but deleted it because of the pigcop death being overwritten.
IIRC you just continue the episode 1 format for the rest. So instead of E2L1, it's E1L1 to E1L30 or however many there are [probably]



View PostNightFright, on 08 December 2022 - 10:56 PM, said:

I can now confirm that something like this works (provided you have psxmusic.def in your zipfile root dir and the needed OGG tracks in a subdir within the zipfile called "music"):

music { id "E1L1"  file "music/stalker.ogg" }   	// stalker.ogg
music { id "E1L2"  file "music/stalker2.ogg" }   	// dethtoll.ogg
music { id "E1L3"  file "music/echoharew.ogg" }   	// streets.ogg
music { id "E1L4"  file "music/distort.ogg" }   	// watrwld1.ogg
music { id "E1L5"  file "music/mheavy1.ogg" }   	// snake1.ogg
music { id "E1L6"  file "music/echoharew.ogg" }   	// thecall.ogg
music { id "E1L7"  file "music/dubspace.ogg" }   	// ahgeez.ogg
music { id "E1L8"  file "music/chemhead.ogg" }   	// dethtoll.ogg
music { id "E1L9"  file "music/mellcell.ogg" }   	// futurmil.ogg
music { id "E1L10" file "music/spacey.ogg" }   		// storm.ogg
music { id "E1L11" file "music/eerie.ogg" }   		// gutwrnch.ogg
music { id "E1L12" file "music/warehaus.ogg" }   	// robocrep.ogg
music { id "E1L13" file "music/atmospher.ogg" }  	// stalag.ogg
music { id "E1L14" file "music/303c.ogg" }   		// pizzed.ogg
music { id "E1L15" file "music/mheavy3.ogg" }   	// alienz.ogg
music { id "E1L16" file "music/trnrock.ogg" }   	// xplasma.ogg
music { id "E1L17" file "music/mhorr2.ogg" }   		// alfredh.ogg
music { id "E1L18" file "music/echoharew.ogg" }   	// gloomy.ogg
music { id "E1L19" file "music/mheavy1.ogg" }   	// intents.ogg
music { id "E1L20" file "music/chaingun.ogg" }   	// inhiding.ogg
music { id "E1L21" file "music/chem2brain.ogg" } 	// fatcmdr.ogg
music { id "E1L22" file "music/chemspoon.ogg" }  	// names.ogg
music { id "E1L23" file "music/distort.ogg" }   	// subway.ogg
music { id "E1L24" file "music/303c.ogg" }   		// invader.ogg
music { id "E1L25" file "music/lemchill.ogg" }   	// gotham.ogg
music { id "E1L26" file "music/233c.ogg" }   		// 233c.ogg
music { id "E1L27" file "music/trnrock.ogg" }   	// lordofla.ogg
music { id "E1L28" file "music/mheavy2.ogg" }   	// urban.ogg
music { id "E1L29" file "music/jungled.ogg" }   	// spook.ogg
music { id "E1L30" file "music/mheavy1.ogg" }   	// whomp.ogg


Launch parameters (assuming zipfile is named "psxmusic.zip" and def file is named "psxmusic.def"): rednukem psxmusic.zip -mh psxmusic.def


Thanks guys. I sort of stumbled into this on my own, too. I was glad to find that the console still works in Rednukem, as it did give me level data.


The big issue was that the numbering didn't make sense. Spaceport was E1L9. But that didn't add up (literally), even considering Launch Facility was part of the main campaign and Battlelord was its own level. It should have been level 8.

But no, Duke-Burger is level 8. So even though Duke 64 considers these all one episode, the secret levels are still divided among the original three episode demarcations.


Here's mine, directly modified from Fox's Duke 64 TC:

sound { id "291" file "psxmusic/bonus.ogg" }

music { id "E1L1" file "psxmusic/stalker.ogg" }
music { id "E1L2" file "psxmusic/stalker2.ogg" }
music { id "E1L3" file "psxmusic/echoharew.ogg" }
music { id "E1L4" file "psxmusic/distort.ogg" }
music { id "E1L5" file "psxmusic/echoharew.ogg" }
music { id "E1L6" file "psxmusic/mheavy1.ogg" }
music { id "E1L7" file "psxmusic/chaingun.ogg" }
music { id "E1L8" file "psxmusic/jungled.ogg" }

music { id "E1L9" file "psxmusic/mellcell.ogg" }
music { id "E1L10" file "psxmusic/spacey.ogg" }
music { id "E1L11" file "psxmusic/eerie.ogg" }
music { id "E1L12" file "psxmusic/warehaus.ogg" }
music { id "E1L13" file "psxmusic/atmospher.ogg" }
music { id "E1L14" file "psxmusic/303c.ogg" }
music { id "E1L15" file "psxmusic/mheavy3.ogg" }
music { id "E1L16" file "psxmusic/trnrock.ogg" }
music { id "E1L17" file "psxmusic/mhorr2.ogg" }
music { id "E1L18" file "psxmusic/warehaus.ogg" }
music { id "E1L19" file "psxmusic/nickbass.ogg" }

music { id "E1L20" file "psxmusic/chaingun.ogg" }
music { id "E1L21" file "psxmusic/chem2brain.ogg" }
music { id "E1L22" file "psxmusic/chemspoon.ogg" }
music { id "E1L23" file "psxmusic/distort.ogg" }
music { id "E1L24" file "psxmusic/303c.ogg" }
music { id "E1L25" file "psxmusic/lemchill.ogg" }
music { id "E1L26" file "psxmusic/233c.ogg" }
music { id "E1L27" file "psxmusic/trnrock.ogg" }
music { id "E1L28" file "psxmusic/mheavy2.ogg" }
music { id "E1L29" file "psxmusic/spacey.ogg" }
music { id "E1L30" file "psxmusic/mheavy1.ogg" }

music { id "E4L1" file "psxmusic/eerie.ogg" }
music { id "E4L2" file "psxmusic/echoharew.ogg" }
music { id "E4L3" file "psxmusic/mheavy3.ogg" }
music { id "E4L4" file "psxmusic/mheavy1.ogg" }


(I don't know the IDs for the DM levels, (not that they're even accessible) which is why they're still marked as E4).

I do know he made a post earlier in this thread revising some of his music choices, but I'm not familiar enough with the Playstation soundtrack to link the .ogg files to the level names he gave. I pretty much only use the Playstation soundtrack with Duke 64 (Which really should be natively supported by Rednukem IMO because 64 has such a different atmosphere to the PC version and so does the PSX soundtrack so they really work well together, better than PC+PSX or 64+PC) and Plug And Pray.

I could go manually into each listed level and record the filename but I'm too lazy for that.

This post has been edited by Ninety-Six: 09 December 2022 - 12:11 AM

0

User is offline   Phredreeke 

#111

View PostNightFright, on 08 December 2022 - 10:56 PM, said:

I can now confirm that something like this works (provided you have psxmusic.def in your zipfile root dir and the needed OGG tracks in a subdir within the zipfile called "music"):


Great, now can we have one for the Saturn soundtrack :P
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User is offline   Ninety-Six 

#112

Finished a full playthrough of this port.


I do have a few questions, and these might be bugs that need forwarding to the authors (but I'm not sure; I'm running off ancient memories of renting this game like once a hundred years ago):

1. I could have sworn that when you died, you didn't pistol start like in the PC version. I thought I remembered you starting back at the beginning of the level, but with the status and all the guns you entered the level with. Maybe I'm confused with a different game, but...

2. I also could have sworn that the Troopers were not able to get back up after "faking" their death in this version. Am I wrong?

And this is definitely a bug:

1. The kill counter is broken. Now hold on a second. Let me explain, because I don't mean in the usual Duke 3D way. I mean in the "The level stats counter says one thing but the results screen says another" kind of way.

This post has been edited by Ninety-Six: 09 December 2022 - 09:38 AM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#113

View PostNinety-Six, on 09 December 2022 - 09:36 AM, said:

1. I could have sworn that when you died, you didn't pistol start like in the PC version. I thought I remembered you starting back at the beginning of the level, but with the status and all the guns you entered the level with. Maybe I'm confused with a different game, but...

This is problematic

The Overlord level is impossible to beat with a pistol start, there's ammo for the launchers but not the guns

View PostNinety-Six, on 09 December 2022 - 09:36 AM, said:

2. I also could have sworn that the Troopers were not able to get back up after "faking" their death in this version. Am I wrong?

They aren't, Rednukem uses the same CON files and it shouldn't be different
1

User is offline   Ninety-Six 

#114

View PostFox, on 12 December 2022 - 08:35 AM, said:

This is problematic

The Overlord level is impossible to beat with a pistol start, there's ammo for the launchers but not the guns


They aren't, Rednukem uses the same CON files and it shouldn't be different


Both of these are bugs then, because this port does pistol start you on death, and I have seen troopers get back up after playing dead.

This post has been edited by Ninety-Six: 12 December 2022 - 12:14 PM

0

User is online   NightFright 

  • The Truth is in here

#115

Better report it on Github, then. They are drowning a bit in bug reports there these days and I am actually partially to blame for it.
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User is offline   Phredreeke 

#116

View PostNinety-Six, on 12 December 2022 - 12:13 PM, said:

Both of these are bugs then, because this port does pistol start you on death, and I have seen troopers get back up after playing dead.


The troopers and commanders looks the same in Duke64 due to the game not being able to swap palettes
0

User is offline   Ninety-Six 

#117

View PostPhredreeke, on 12 December 2022 - 04:21 PM, said:

The troopers and commanders looks the same in Duke64 due to the game not being able to swap palettes


I'm aware of that, but I don't see the relevance.

View PostNightFright, on 12 December 2022 - 01:53 PM, said:

Better report it on Github, then. They are drowning a bit in bug reports there these days and I am actually partially to blame for it.


But might be a dumb question, but: how? I've never really used github and don't know how to use it. I've only really downloaded from it (and even then it's usually difficult for me to find/remember where the download button is).

EDIT: Found the button but I need an account. And then the site froze up when I tried to register. I'm a walking hex.

This post has been edited by Ninety-Six: 12 December 2022 - 08:31 PM

0

User is online   NightFright 

  • The Truth is in here

#118

No worries, then. I have opened a Github issue for you now.

This post has been edited by NightFright: 12 December 2022 - 10:40 PM

1

User is offline   Ninety-Six 

#119

View PostNightFright, on 12 December 2022 - 10:40 PM, said:

No worries, then. I have opened a Github issue for you now.



Thanks.

(Bad time to say it but I figured out why the site kept freezing. I run noscript and it strongly disliked the notification pop-up thing. I mean I'm used to it breaking sites, but it completely blocking me from even closing the thing, that's a new one.)

This post has been edited by Ninety-Six: 12 December 2022 - 11:35 PM

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User is offline   Ninety-Six 

#120

I went in again to see if I could find anything else amiss. Found a few things, but before I officially report them I want to know if any of this is intended behavior:

1. Is the grenade launcher supposed to do almost no damage to the miniboss enemies? It seems to harm their full-sized boss editions well enough, but it takes so many grenades to even make them flinch. I don't know if something's busted or if that was intentional.

2. On that note, Octabrains seem way more resilient to explosives. Even the missile launcher, the strongest explosive you have, won't necessarily kill them.

and 3. Is there any way to switch to the alternative ammo types that doesn't require pressing the weapon key twice? Because you can't scroll to them on the weapon "wheel." In the original game I'm pretty sure you couldn't unselect the alts until they ran dry.

Now if it's intentional because the devs didn't like that feature, I totally understand and don't mind. But said alts are inaccessible to anyone who uses the mouse wheel to select weapons (which most people do, I think). Again, unless I'm missing something.

This post has been edited by Ninety-Six: 16 December 2022 - 02:17 AM

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