Here's how to enable the sos console after the patch (This is the last time I am bothering if gearbox tries to remove it again)
#1 Posted 07 August 2011 - 07:20 AM
Because of this, we can no longer enable the sos console through the methods mentioned in my previous topic.
To enable the sos console again, you need to browse to this location and find a file called user.ini
Steam\userdata\<your Steam user id number>\57940\remote\
Once you have found the user.ini file, you need to open it with notepad and scroll down to the line that says Tilde= and turn it into Tilde=| Type
It should look like this after you are done with it
Now close the user.ini file and start the game, enter a level and press the ~ key to use the sos console.
If your user.ini file is not located inside the 57940 folder, then search it in the other numbered folders or use the windows search to look for the user.ini until you find the one that's related to DNF.
This is the last time I make such a topic that's aimed to help people undo what Gearbox's miserable staff constantly tries to lock.
Luckily for us, they are as lazy at locking things as they are at fixing bugs and adding new features.
It's clear to me that Gearbox thinks they know better and have more authority to decide what's best for all of us.
DNF was the last game I ever bought from Gearbox and I hope some of you reading this will also think twice before paying for Gearbox's miserable services in the future.
Have fun while it lasts...
This post has been edited by Mr.Deviance: 07 August 2011 - 07:33 AM
#2 Posted 07 August 2011 - 07:26 AM
This post has been edited by Mad Max RW: 07 August 2011 - 07:27 AM
#3 Posted 07 August 2011 - 12:37 PM
#4 Posted 07 August 2011 - 07:12 PM
#6 Posted 07 August 2011 - 07:53 PM
Fuck Randy Pitchford. Nigga can go choke on an AIDS dick.
#7 Posted 08 August 2011 - 11:05 AM
Just dropped in to say that Mr.Deviance's way of accessing the SOS console does work.
I started messing around with it too when I heard in the GBX forums that they messed up the console with the latest patch.
You can also get SET commands to work if you bind the commands in the user.ini (they are disabled from the console itself)
A way that made it work 100% of the time without the game resetting the file was to:
1. First run the game once in Online mode and quit.
2. Go offline and then change bindings in the User.ini file.
3. Start the game once while in offline mode then quit.
4. Switch to online mode again and start the game.
There might be some other way, but doing it this way the game didn't replace my User.ini at any point.
One thing though, make sure you don't type in gibrish or spell the commands wrong since doing so will reset the file or even crash the game.
Examples
Quote
F5=set dngame.playerpawn vehiclepov vpov_firstperson
[EDIT]
Also don't touch anything else in that folder (unless you have a backup)
If you managed to get the game not to reset the User.ini, but you keep getting crash on startup, try deleting the system.ini.
Do all this at your own risk though.
This post has been edited by Ahcruna: 08 August 2011 - 11:20 AM
#8 Posted 08 August 2011 - 04:36 PM
DNF do not deserve all the work and trouble.
I finished the game 3 times, I'm done with it and I won't pay for any SP DLC until I heard that an a map editor will be someday released.
#9 Posted 09 August 2011 - 01:10 AM
Ahcruna, on 08 August 2011 - 11:05 AM, said:
Just dropped in to say that Mr.Deviance's way of accessing the SOS console does work.
I started messing around with it too when I heard in the GBX forums that they messed up the console with the latest patch.
You can also get SET commands to work if you bind the commands in the user.ini (they are disabled from the console itself)
A way that made it work 100% of the time without the game resetting the file was to:
1. First run the game once in Online mode and quit.
2. Go offline and then change bindings in the User.ini file.
3. Start the game once while in offline mode then quit.
4. Switch to online mode again and start the game.
There might be some other way, but doing it this way the game didn't replace my User.ini at any point.
One thing though, make sure you don't type in gibrish or spell the commands wrong since doing so will reset the file or even crash the game.
Examples
[EDIT]
Also don't touch anything else in that folder (unless you have a backup)
If you managed to get the game not to reset the User.ini, but you keep getting crash on startup, try deleting the system.ini.
Do all this at your own risk though.
Sweet . It works! PC Gamers 2, Gearbox 0. I bet you the next patch will enforce online play, so you won't be able to start Duke offline and beat the user.ini reset thing.
#10 Posted 09 August 2011 - 02:02 AM
STENDEC, on 09 August 2011 - 01:10 AM, said:
Unlikely. If they do happen to create another patch to remove the console, which I still happen to have even after the patch, it would probably be even more nasty, that is assuming that Mr. Deviance's assumption is right about Gearbox not wanting the console, which is a high probability.
#11 Posted 11 August 2011 - 09:14 PM
Descent, on 07 August 2011 - 07:53 PM, said:
Fuck Randy Pitchford.
Ah finally relealised the truth about Pitchfork? I told you months ago
About the topic: Yeah, it's kinda obvious that Gearbox doesn't really care about the developer console or other aspects we wanted fixed. Instead they released something half fixed after such a long waiting time
#12 Posted 12 August 2011 - 02:40 PM
#13 Posted 12 August 2011 - 03:14 PM
Jeff, on 12 August 2011 - 02:40 PM, said:
And we should totally modernize it by slowing the gameplay down even more, add stealth sections, steal concept art, create a massive team of nobodies with one has-been developer who worked for a week at a real studio, load it up with more quicktime events, promise and delay a multiplayer version every 6 months, and sell out to Gearbox and never release anything.
#14 Posted 12 August 2011 - 04:05 PM
#15 Posted 12 August 2011 - 05:04 PM
Jeff, on 12 August 2011 - 04:05 PM, said:
You need one of these, methinks
[attachment=3288:sarcasm_detector.jpg]
#16 Posted 12 August 2011 - 07:32 PM
Jeff, on 12 August 2011 - 04:05 PM, said:
An honest answer; the polymer renderer is modern, albeit incomplete. The problem is not whether polymer will be able to look like DNF, it's to do with the map editor. Because Build is sector based, and not brush based, it can never have the level of detail or complexity of modern engines. This is in part due to wall and sprite limits, because as DanM has shown in Duke Nukem Eternity, Duke can look like a modern engine. Lighting would be able to look much better too after polymer is optimized (come back after that happens and look at the polymer version of Project Zero.)
#17 Posted 12 August 2011 - 08:50 PM
#18 Posted 12 August 2011 - 08:55 PM
#19 Posted 12 August 2011 - 09:55 PM
Micky C, on 12 August 2011 - 08:55 PM, said:
This is exactly right. The closest thing is Helix's sector collision for sprites.
#20 Posted 15 August 2011 - 01:27 PM
Captain Awesome, on 12 August 2011 - 08:50 PM, said:
Hendricks266, on 12 August 2011 - 09:55 PM, said:
Wasn't that proper model collision detection? I was wondering what happened with that.
#21 Posted 16 August 2011 - 03:25 AM
MusicallyInspired, on 15 August 2011 - 01:27 PM, said:
It's still in, working, and useful, but it's not proper collision detection. How it works is that you make a seperate map file (called clipshape##.map) where you make sectors that are in the same shape as the model. The game then draws imaginary invisible sectors (kind of) wherever the sprite is placed, so that it appears that the sprite/model has proper clipping. But it's not the sprite that the clipping is based on, it's the sectors that you made in the shape of the sprite that causes the 'collision detection'.
#22 Posted 16 August 2011 - 09:43 AM
#23 Posted 17 August 2011 - 07:34 AM
#25 Posted 17 August 2011 - 09:01 AM
#26 Posted 17 August 2011 - 10:40 AM
Mad Max RW, on 17 August 2011 - 09:01 AM, said:
Aren's they become overambitious? Because, as I remember, they just wanted to reskin Duke3d in UT3 engine, but making gameplay changes? That is strange indeed. Because visually next-gen Duke3d is all that is needed. You shouldn't change gameplay in any way judging by reaction towards DNF.
#27 Posted 17 August 2011 - 11:00 AM
Helel, on 17 August 2011 - 10:40 AM, said:
Mad Max RW is correct.
But as fresch kindly pointed out, since Gearbox gave a 100% gag order on this project, no one knows anything. So Reloaded may have a console feature, unlike DNF, maybe, sort of.
This post has been edited by Hank: 17 August 2011 - 11:01 AM
#28 Posted 17 August 2011 - 12:19 PM
#29 Posted 17 August 2011 - 12:34 PM
Also look at this quote:
Quote
you can take a look at the Samaritan Demo from Epic. The mood, the setting and the Graphical features are the same.
Color me skeptical.... sure the latest UDK has some of the same features that where debuted in the samaritan demo but I'll have to see it to believe it that the graphics there are at the same level as it.... and if they are are they playable on rigs less than the monster they used to run that demo?
BTW you know what I'm reminded of when they say they are going to release a multiplayer beta? Transfusion mod... those guys released a multiplayer beta and the project petered out since then. The reason was something like it's such a leap from a multiplayer beta to a full single player product that it was like they bit off more than they can chew... and they where even doing a simpler game comparatively speaking.
This post has been edited by Tetsuo: 17 August 2011 - 12:50 PM
#30 Posted 19 August 2011 - 04:51 PM
This post has been edited by Ripemanewone: 20 August 2011 - 04:55 AM