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[RELEASE] Duke Nukem 64 Mod

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#391

View PostMusicallyInspired, on 03 August 2019 - 09:46 PM, said:

I remember when I played the DN64 mod for the first time the grenades seemed to shoot a bit too fast or too far (or both) compared to the original game. I'm sure that's more accurate now, though.

Yeah, I have corrected that.
1

User is online   Phredreeke 

#392

Was that part of the CON code extracted from the ROM, or was it hardcoded?
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#393

Projectiles are hard-coded.
0

User is offline   Kerr Avon 

#394

Regarding the grenade launcher's projectiles sometimes bouncing off enemies in the N64 game, that rang a bell with me, but I can't find any reference to it in the official Wiki. The only reference I've been able to find is this:

"Enemies can be activated, as I call it. By that I mean that sometimes you see
some part of an enemy (e.g. its left arm, left leg and some of its head)
without him realizing you're there. In this case your autoaim won't work and
grenades will simply bounce off them instead of blowing up on contact.
Sometimes even a direct hit doesn't damage them. To stop this, just run into
his sight to activate him. Once he has seen you he can never return to the
inactivated status. This is extremely useful to keep in mind when you want to
lob grenades around corners or when you know that there are mutants in a
basin in front of you. Just dive down briefly, surface and leave the water.
Now you can fire a few grenades into the water and see the blood fly all
around. If you manage to hit an inactivated enemy, he is also activated.
"


I could be wrong here, since it's been a long time since I played DN64, but I think this was a very rare occurrence, though I don't remember if it always happened at the same few specific points in the game, or if it was more random. I do know that most enemies, if 'inactive' will become active when you use a weapon or explosive on them, as you'd expect, and the fact that I can't find more information about this would seem to suggest that it's not a common problem amongst DN64 players.


Source: I can't link directly to the page, as it's against Gamefaqs' rules, so go to:

https://gamefaqs.gam...e-nukem-64/faqs

and the above quoted text is in the FAQ by KeeperBvK, so thanks to him/her for documenting it.
0

User is offline   Ninety-Six 

#395

I mean that specific problem is something inherent to the PC version as well. sometimes you score a direct hit with any explosive and they won't react, and sometimes they will. It's kinda random but it affects a good chunk of inactive monsters.


In the TC though, it affects monsters that are active.
0

User is online   Radar 100 Watts 

  • Zionist Shill

#396

Are there any plans to fix the level exit glitch? (The screen just fades to black and I can't exit the level) If it's any help, this issue begins with 20181118-7238.
0

User is online   Phredreeke 

#397

The existing DN64 TC is very outdated according to Fox. This is what he said when asked on Discord earlier this year about when it will be updated

Quote

when I implement to the source code a system for new weapons
instead of the hack I'm using for dum-dums and etc

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#398

Now that Ion Fury is done, I'm back working on this.
4

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