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The Supreme Topic of Miscellaneous Knowledge "Trivia, Research, etc."
#361 Posted 12 February 2013 - 04:32 PM
#362 Posted 15 February 2013 - 11:10 PM
First version - It appears to be just an engine test. It is close to the PC version, and there is some light effects similar to the Saturn version.
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Second version - The HUD already resemble Duke Nukem 64.
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Third version - The weapons have been completely redrawn.
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Fourth version - The ammo and inventory displays in the HUD now use a new font.
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Fifth version - The HUD left bar has been slightly modified. The difference from the final release the health display is aligned to the left.
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This post has been edited by Fox: 16 February 2013 - 07:54 AM
#363 Posted 16 February 2013 - 08:09 PM
#364 Posted 17 February 2013 - 08:32 AM
#365 Posted 21 February 2013 - 11:35 PM
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I wonder how I should deal with that in the mod...? I guess I should just ignore it.
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#366 Posted 22 February 2013 - 07:45 AM
This post has been edited by Gambini: 22 February 2013 - 07:46 AM
#367 Posted 22 February 2013 - 01:37 PM
#368 Posted 24 February 2013 - 05:39 AM
Captain Awesome, on 22 February 2013 - 01:37 PM, said:
Hmm, for some reasons, I agree this. If you want perfection of Duke 64 feel, play on emulator may be better than this ported TC/mod.
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Or, made an eduke64(?) port or something...like the Doom64EX port for DooM64.
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This post has been edited by Player Lin: 24 February 2013 - 05:43 AM
#369 Posted 24 February 2013 - 01:06 PM
#370 Posted 25 February 2013 - 03:25 AM
#371 Posted 25 February 2013 - 03:51 AM
#372 Posted 25 February 2013 - 07:21 AM
Fox, on 25 February 2013 - 03:51 AM, said:
If they never appeared/existed from the original N64 game, so it's not a bug. But bring it to the PC port/mod isn't bad at all.
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This post has been edited by Player Lin: 25 February 2013 - 07:22 AM
#373 Posted 25 February 2013 - 04:25 PM
This post has been edited by Captain Awesome: 25 February 2013 - 04:25 PM
#374 Posted 25 February 2013 - 04:36 PM
Fox, on 25 February 2013 - 03:51 AM, said:
Thanks for the info. Somehow I completely forgot the D64 version, because it was so hard to play with stupid controls.
#375 Posted 21 March 2013 - 07:02 PM
This post has been edited by Fox: 22 March 2013 - 04:00 PM
#377 Posted 22 March 2013 - 04:02 PM
This post has been edited by Fox: 22 March 2013 - 04:03 PM
#378 Posted 23 March 2013 - 10:12 AM
#379 Posted 23 March 2013 - 02:42 PM
#380 Posted 27 March 2013 - 07:46 PM
This post has been edited by Fox: 27 March 2013 - 07:47 PM
#381 Posted 27 March 2013 - 08:17 PM
Also in the 3rd screenshot the ammo amounts seem bizarre or is just blurry.
It's also worth noting that Quirk of Fate does have enemies in it for multiplayer too I think.
Last screenshot seems gorier?
#382 Posted 27 March 2013 - 09:19 PM
Lunick, on 27 March 2013 - 08:17 PM, said:
It has always been like that in the PSX.
#383 Posted 27 March 2013 - 09:45 PM
Fox, on 27 March 2013 - 09:19 PM, said:
I guess I never picked any up or used them :|
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This post has been edited by Lunick: 27 March 2013 - 10:16 PM
#384 Posted 27 March 2013 - 10:32 PM
#385 Posted 27 March 2013 - 10:53 PM
JoJo the Idiot Circus Boy, on 27 March 2013 - 10:32 PM, said:
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I never really noticed but you're right
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#386 Posted 28 March 2013 - 07:27 AM
Did they use The T-rex to make that sound back in 1996? Or they used the overlord on this trailer
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http://youtu.be/2jH9iAHSKds?t=1m23s
#387 Posted 28 March 2013 - 09:26 AM
#388 Posted 28 March 2013 - 10:32 AM
#390 Posted 28 March 2013 - 11:19 AM
Norvak, on 28 March 2013 - 07:27 AM, said:
Did they use The T-rex to make that sound back in 1996? Or they used the overlord on this trailer
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http://youtu.be/2jH9iAHSKds?t=1m23s
By the way, that's one of the Cycloid Emperor sound, not Overlord.