Build engine games general
#121 Posted 03 August 2015 - 11:16 AM
It also messes up with clipping in ps/ex, you can go through quite many walls from what I remember from hearing.
I use it quite a lot during this tekwar run:
Build just tends to drop a ton of the mouse input if there is loads of it, need to be careful
#122 Posted 04 August 2015 - 12:03 PM
Duke of Hazzard, on 04 April 2015 - 06:37 AM, said:
I remember this being reported before, but does it affect all versions of the game? The people at GOG.com mention registered v1.21 and shareware v1.11. Does anyone know if the earlier versions also display this buggy behaviour?
This post has been edited by MrFlibble: 04 August 2015 - 12:03 PM
#123 Posted 04 August 2015 - 12:07 PM
MetHy, on 03 August 2015 - 09:00 AM, said:
Hola oasiz.
#124 Posted 05 August 2015 - 12:27 AM
MrFlibble, on 04 August 2015 - 12:03 PM, said:
Duke of Hazzard, on 04 April 2015 - 06:37 AM, said:
I remember this being reported before, but does it affect all versions of the game? The people at GOG.com mention registered v1.21 and shareware v1.11. Does anyone know if the earlier versions also display this buggy behaviour?
I've just checked shareware v0.99 (Mar 05, 1997), which is the earliest public release, and it also has the same bug. Apparently it was never tracked down and fixed by the developers. The bug does not affect other monster stats, just the attack.
Strangely, Blood does not make preview snapshots of saved games (it just displays the game logo instead), and does not show episode, level number and skill information in the save/load game menus.
This post has been edited by MrFlibble: 05 August 2015 - 12:40 AM
#125 Posted 05 August 2015 - 06:40 PM
There's a bomb-ass Predator easter egg in the level Payback Time in NAM
#126 Posted 19 September 2015 - 07:22 AM
#127 Posted 26 April 2016 - 09:36 AM
Honestly, just like for NAM last year ITT, I'm having a lot more fun than expected.
The first map is nightmare. You're thrown into a really tough situation and have to sneak and fight your way through before even understanding the basic mechanics of the game. I assume this could throw off a LOT of players.
Once I got a hang on the game's mechanics, and after the first 2 maps which were the worst so far, the game has become really good. It's basically more NAM, but more realistic and with cooler effects everywhere.
Again you often have several paths to choose from, and exploring will be very rewarding. There are tons of cool war vehicules and weaponry, whether sprites, sectors, or a mix of both. Some of which you can (and have to) blow up one way or another.
The game is very slow placed, you even have to stand still when using medkits and wait for a while so it gradually heals you. Also, you are going to die, a lot, but I say it's more fair than NAM. So, save a lot, and play on the easiest difficulty.
Only disappointment so far is that I wasn't given the opportunity to give orders to teammates yet but hopefully that will come, and hopefully their AI will be better than in NAM...
Some screenshots :
Better hide when you hear those fuckers fly by...
Just like in NAM, quality forest action.
Step out of the trench, and this boat will blow you to pieces.
Here you have to hold this position with your teammates against infinite waves of respawns walking towards you, until a path is clear so you can run by to reach the exit point.
A rewarding secret place
Walk along the alternative path following the stream and you'll stumble on this little enemy camp. Go through it and you'll be able to lob a grenade from behind against a key enemy mortar.
#128 Posted 28 April 2016 - 09:09 AM
All in all this was a pretty good experience, I think I like it more than NAM due to the more realistic and diversified gameplay, as well as the various kinds of environments.
My main grip was that you never get to give order to any AI ally. They just sit there shooting in front of them no matter if there is someone in the line of sight.
The add-on was incredibly short, 3 short maps, and even more difficult than the original game. On easy, I finished the first map with 3hp and 0 bullets left (2 grenades left), and I left out 3 enemies.
But that add-on was good, the closest there is to war simulation on Build. First map is kinda meh, the 2nd map is a great looking forest with waves of enemies coming in while you have to stay alive long enough. 3rd map you have to capture a series of enemy points in a limited time, and always with limited supplies, that was the most fun.
More screenshots:
This post has been edited by MetHy: 28 April 2016 - 09:10 AM
#129 Posted 30 April 2016 - 08:06 AM
http://www.poll-make...642x6FD0465e-27
By "playing" I don't necessarly mean beating, but at least played a substantial part of the game (=playing a demo wouldn't count).
I have yet to play Tekwar and both Witchaven games, but I will soon.
This post has been edited by MetHy: 30 April 2016 - 08:07 AM
#130 Posted 01 May 2016 - 06:08 AM
MetHy, on 30 April 2016 - 11:10 PM, said:
After defeating the Magmantis you need to backtrack a bit, and a new passage will be opened beyond the lava pit, with lots of mummies and zombies.
However, you can access level two whenever you want without completing the first one. Just press the up arrow on the map screen like your would when selecting already completed levels in the full game. The fact I wanted to mention is that the levels in the beta version were apparently designed with the possibility of pistol start in mind - something which is not present in the full game. I can only guess if this was a design feature later dropped, or the developers just did that for the purposes of the demo.
#131 Posted 01 May 2016 - 06:16 AM
I had no idea you could even go back to previous levels in the full version... Then again that map screen always acted up for me, like it would slooowwly go up little by little but if I switched between fullscreen and windowed mode it suddenly went hyper fast, like something was wrong with the way it loads.... i'm not sure exactly and if it can be fixed with another dosbox setting.
Thanks for the info though I'll check the 2nd map.
The lack of "pistol start" in the full game (you don't even start with the pistol but anyway) is really a shame. I get that they were going for a less arcade, more adventure, style but it kinda kills replayability for me; add to that the fact there is only one difficulty setting and it means there is only ONE single way to go through the game.
You can always use a cheat or go back to previous levels once you've unlocked them all; but if you do that you'll start with tons of supplies and all your weapons, everything you've gathered in the entire game.
If Powerslave ever gets a sourceport I'd be interested in making a "pistol start" rebalance mod.
This post has been edited by MetHy: 01 May 2016 - 06:20 AM
#132 Posted 01 May 2016 - 06:36 AM
The second level in the beta demo is a lot closer to the final version of level 2 compared to level 1.
BTW, I just noticed while playing the beta that the zombies' pain frame does not have the necklace they're normally wearing. Also the berries' graphics are completely different in this version (and a bit better IMO).
#133 Posted 01 May 2016 - 07:37 AM
And yeah there are several different sprites, like the end-level one. I too kinda like the beta berries; they don't look as detailed but they stand out visually.
Man now I want to replay the entire game Powerslave is so damn good.
BTW I keep wondering how moddable Powerslave actually is. I mean the game doesn't even come with Build editor, which didn't prevent L.A.W. from making a map for it though, albeit a simple one.
Edit :
oh and btw
MetHy, on 30 April 2016 - 08:06 AM, said:
I KNEW someone would do that if I left in the "other" option
This post has been edited by MetHy: 01 May 2016 - 11:23 AM
#134 Posted 01 May 2016 - 11:42 AM
My protip is to use automap to your advantage.
I think I've played pretty much all of the build games at least once, haven't completed all though.
Just tried the demo of TekWar and it's a lot harder than the full version, not to mention that some things are quite different.
#135 Posted 02 May 2016 - 01:27 AM
Movement is wonky, level design definitely doesn't scream 1996, but with some work it could have been a good game.
Also, I didn't add it to the poll because it was never released. Speaking of that I find it surprising so many people have played Powerslave, hopefully they're not thinking of the console version or PowerslaveEX.
... also, Corridor 8 ?! Is this a joke or... ?
This post has been edited by MetHy: 02 May 2016 - 01:30 AM
#136 Posted 02 May 2016 - 02:04 AM
I'm not sure if I've actually played Rides Again or not, I don't really want to unless there is a better way to play it. Same with Powerslave really, I am not sure I have beat the first level of that. Witchaven 1 and 2 never really caught my eye and the graphics don't look particularly great to me. Tekwar looks confusing but I'd play it if a source port was made. I've looked at all the levels of Paintbrawl but I'm not sure anyone can say they have played it without playing it in multiplayer. I've attempted to play Paladins before but it crashes too much to be playable in my opinion.
#137 Posted 02 May 2016 - 03:21 AM
But both Redneck Rampage games play perfectly in DOS. Better than DN3D too, since you can get very high resolutions. You can use bMouse too.
#138 Posted 02 May 2016 - 04:24 AM
This post has been edited by FistMarine: 09 December 2016 - 10:56 AM
#139 Posted 02 May 2016 - 05:09 AM
#143 Posted 17 June 2017 - 04:38 AM
Lunick, on 22 April 2017 - 03:04 AM, said:
Wouldn't it make sense for M210 to get the leaked code running on eduke32 rather then converting all that shit over to Java?
#144 Posted 17 June 2017 - 06:32 AM
Capstone refers to the key electrical component to make the pyramids work. They made the three Trumps castle games. Shatner hosted nine eleven.
Intracorp was a Rothschild Turner owned company.
#145 Posted 17 June 2017 - 01:47 PM
Added:
I found sndmod.h in source, used Ettingrinders tool joeunpack to get the sounds, they came out in the same order as the numbering batch converted from raw to wav with sox... all sounds are in ready to get some con code.
...
continued here https://forums.duke4...opic/9350-wh32/
This post has been edited by Drek: 18 June 2017 - 06:31 PM
#146 Posted 27 June 2017 - 05:10 AM
#147 Posted 31 July 2017 - 04:10 PM
Any advice?
This post has been edited by Drek: 31 July 2017 - 04:14 PM
#148 Posted 01 August 2017 - 11:55 AM
I followed these simple instructions, using Mingw.
Quote
#149 Posted 04 August 2017 - 02:39 PM
Quote
I'm on Windows 7, using the old fmod 3.75 api recommended here; https://systemausfal...wto/Duke3DLinux
This post has been edited by Drek: 04 August 2017 - 02:41 PM