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Duke Nukem 3D: 20th Anniversary World Tour

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2207

This is a 20th anniversary event. They took down all other versions and repackaged it with a brand new episode with some of the original developers. It's not the same.

This post has been edited by MusicallyInspired: 02 November 2016 - 04:26 PM

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#2208

View PostAP Dukefan94, on 02 November 2016 - 03:40 PM, said:

I find it funny how peolpe complain about the new boss being a re-skin and all, but are perfectly fine the Sunstorm expansions that reused the same Cycloid albeit DC:LAB.

Yeah, but Duke it Out in D.C was basically a map pack. This is the official 5th episode of Duke Nukem 3D, so we expected something completely new for the final boss.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2209

View PostAP Dukefan94, on 02 November 2016 - 03:40 PM, said:

I find it funny how peolpe complain about the new boss being a re-skin and all, but are perfectly fine the Sunstorm expansions that reused the same Cycloid albeit DC:LAB. So is it still bad even on "Damn, I'm Good" difficulty?

Caribbean was not meant to be an official fifth episode.
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#2210

It looks the sound quality is now great for all .oggs
The remaining issues with missing files for the remote ridicule taunts were also fixed.

Edit:

Also, they made all 5 bosses and the pigcop tank immune to flinching when hit by flamethrower projectiles.
(At least the hitstate isn't checked any more, which means that they also won't spawn blood or scrap when being hit by the flamethrower)

I also found notes about a spectating system in strings.txt

Quote

//Text added after 9.22.16

#SpectateSystem "SPECTATE SYSTEM"
#Spectating "Spectating"
#SpectatingCap "SPECTATING"
#AutoAim "AUTO AIM"
#AutoAimOn "AUTO AIM ON"
#AutoAimOff "AUTO AIM OFF"
#ToggleAutoAim "TOGGLE AUTO AIM"


This post has been edited by Doom64hunter: 02 November 2016 - 10:37 PM

4

User is offline   NightFright 

  • The Truth is in here

#2211

I think from my list with issues, only these things are really still kinda annoying now:

> All minibosses with strength of full bosses if not spritepal 0, 21 or 22
> After freezing an Octobrain on fire and letting it return to normal, it'll be back with red palette
> Alien Queen bleeding red instead of green
> Exiting E1L7 within episode doesn't return you to E1L5, but E1L6 (hardcoded secret nukebutton behavior)

I doubt these will get addressed, however. Especially the issue with E1L7 since you would probably have to edit existing levels to bypass this problem.

This post has been edited by NightFright: 03 November 2016 - 02:31 AM

4

User is offline   MetHy 

#2212

I think there is something wrong with the autoaim. Twice I disabled it, and it got re-enabled without my doing. I didn't even load a save or anything.
0

User is offline   Tea Monster 

  • Polymancer

#2213

How is MP with this port? I've heard bad things.
0

User is offline   Micky C 

  • Honored Donor

#2214

View PostMetHy, on 03 November 2016 - 04:20 AM, said:

I think there is something wrong with the autoaim. Twice I disabled it, and it got re-enabled without my doing. I didn't even load a save or anything.


I had an issue like that with Megaton. I'd be playing multiplayer trying to switch it off, but it'd keep randomly switching itself back on. Perhaps it's a bug from the original executable.
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User is offline   Daedolon 

  • Ancient Blood God

#2215

Disabling autoaim is an EDuke32 only feature.
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#2216

View PostNightFright, on 03 November 2016 - 02:29 AM, said:

I think from my list with issues, only these things are really still kinda annoying now:

> All minibosses with strength of full bosses if not spritepal 0, 21 or 22
> After freezing an Octobrain on fire and letting it return to normal, it'll be back with red palette
> Alien Queen bleeding red instead of green
> Exiting E1L7 within episode doesn't return you to E1L5, but E1L6 (hardcoded secret nukebutton behavior)

I doubt these will get addressed, however. Especially the issue with E1L7 since you would probably have to edit existing levels to bypass this problem.


What annoys me still is the mouse control and the weapon switching.
This is also the only source port I've ever seen for any game that doesn't recognize the Swiss [ and ] keys, so switching inventory items is a hassle for me too.
2

User is offline   axl 

#2217

View PostDoom64hunter, on 03 November 2016 - 08:17 AM, said:

What annoys me still is the mouse control and the weapon switching.
This is also the only source port I've ever seen for any game that doesn't recognize the Swiss [ and ] keys, so switching inventory items is a hassle for me too.


This. Is there any way to disable the weapon selection wheel? This actually got me killed several times in Come Get Some. It's just far too slow in the heat of battle. Would be great if this thing was optional.
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User is offline   Merlijn 

#2218

I'm glad they fixed the sound, that was my biggest issue.

BTW I found another secret area in High times. The rooftops next to stripclub are accessible and give you the RPG early on. Pretty cool.
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User is offline   Jimmy 

  • Let's go Brandon!

#2219

View PostPikaCommando, on 30 October 2016 - 10:53 AM, said:

Why did they give up the red/black color scheme for the aliens, like in the older Trooper/Enforcer sprites? It's a lot cooler than the plain one-color armor they wear.

Blue armour can have palettes applied.

View PostI, on 30 October 2016 - 04:42 PM, said:

That's a good point, and entirely true. I was referring to the game itself, though. Broussard has visions of DNF being basically better than "perfect"; trying to get every single feature, bell, and whistle into the game somehow. Had he exercised better judgment, he'd have been able to realize when enough was enough...was too much. So we're both right, but in different ways. I pointed out that 3DR set the bar too high, but you brought to my attention that a better and more capable team would have lowered that bar. ;)

Broussard had high standards, sure. But you have to remember Broussard had nothing to do with the release and last year of development. For all of his faults, he never would have let the game ship in the state it was in.
1

User is offline   Striker 

  • Auramancer

#2220

View PostNancsi, on 01 November 2016 - 03:56 PM, said:

Excellent patch. I don't think anything else is needed, except maybe the last boss bugfix.


Multiplayer is still broken as shit with more than 3 players.
Still no way to upload music or mods (GRPs/ART files) to the workshop.
Description is still cut off in the Workshop uploader
Change notes field in the Workshop uploader still doesn't work.
Babe Land still is unplayable online.
0

#2221

So I have to ask: Do you get to carry over all your guns and equipment to each episode like in DN64 & the XBLA DN3D or does it end and go back to the main menu?

This post has been edited by AP Dukefan94: 03 November 2016 - 11:11 PM

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User is offline   Jolteon 

#2222

 Doom64hunter, on 02 November 2016 - 10:16 PM, said:

Also, they made all 5 bosses and the pigcop tank immune to flinching when hit by flamethrower projectiles.
(At least the hitstate isn't checked any more, which means that they also won't spawn blood or scrap when being hit by the flamethrower)


So that's what they change in the GAME.con

    ifhitweapon {
	  ifwasweapon FLAMETHROWERFLAME {
		nullop
	  }
      else {
		state checkboss1hitstate
      }
	}


I wonder if I should make an update for my bossfix pack, and Dawn of the Pork World Tour version to include this new piece of code.

This post has been edited by Jolteon: 03 November 2016 - 09:16 PM

1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#2223

That looks like prone to errors. If I am not mistaken, if you lower a boss health to zero with the flamethrower, they may become immortal.
6

User is offline   Jolteon 

#2224

 Fox, on 03 November 2016 - 09:10 PM, said:

That looks like prone to errors. If I am not mistaken, if you lower a boss health to zero with the flamethrower, they may become immortal.


I was starting to think about that actually. So pretty much if I'm not mistaken, they made things worse.

This post has been edited by Jolteon: 03 November 2016 - 09:22 PM

2

User is offline   MetHy 

#2225

Doesn't the Incinerator deal no damage to (mini)bosses ? I thought that was the entire reason of this new code.
The issue was, it dealt no damage, but it looked like it did. Now it doesn't look like it does anymore.

This post has been edited by MetHy: 04 November 2016 - 12:37 AM

0

User is offline   Jolteon 

#2226

 MetHy, on 04 November 2016 - 12:37 AM, said:

Doesn't the Incinerator deal no damage to (mini)bosses ? I thought that was the entire reason of this new code.
The issue was, it dealt no damage, but it looked like it did. Now it doesn't look like it does anymore.


It does deal damage to the bosses, but it's not the Incinerator's fireballs, it's the FireFly Flamethrower (Or so I believe). After doing some testing with the old GAME.con (Or with a mod that based on the old GAME.con)...

Attached Image: Roasting Battlelord.png (Yes I was using cheats this time to test this out)

They can actually get hurt from the Flamethrower. So Fox is right, this new code can make Bosses immortal if hit too much with the Flamethrower.
4

User is offline   NightFright 

  • The Truth is in here

#2227

So, time for another bugfix... when will Gearbox finally use someone who actually knows something about con coding?
3

User is offline   FistMarine 

#2228

This bug reminds me of the bug from Nuclear Winter expansion, where if Flying Frosty gets hurt enough times by Freezethrower, it will become invincible.
5

User is offline   Hank 

#2229

 NightFright, on 04 November 2016 - 07:31 AM, said:

So, time for another bugfix... when will Gearbox finally use someone who actually knows something about con coding?

... and they may want to, start at least, making the End Boss work.

last map, Hollywood ??
a. The cycloid mini bosses, at the tunnel, kill them self shooting at the cars trying to hit me.
b. and the End Boss on top, walks a bit more now, but is still no threat to the player. And I ain't no good to begin with. Me == Old Fart ;)

Please note, I don't use the flame thrower. It's ineffective for me. And no need, the maps provide sufficient ammo from 'conventional' weapons.
Once you have the shrinker for example, one good shot at the mini Battle Lord and you can step on it.

added
This image shows the two mini Bosses from point a.
Posted Image

I did not fire one shot at the dead one.
The second one behind the car will fire at me, and it too will be killed by its own weapon, shooting at the 'car' while aiming at me.
This may be a minor oversight, but it hints, that no one play tested the maps.

This post has been edited by Hank: 04 November 2016 - 09:57 AM

3

User is offline   MetHy 

#2230

 NightFright, on 04 November 2016 - 07:31 AM, said:

So, time for another bugfix... when will Gearbox finally use someone who actually knows something about con coding?


That's not fair, it sounds like a glitch very unlikely to happen and an easy oversight. Besides the original game too has this kind of stuff, like shrunk enemies that don't grow back and act normally.

This post has been edited by MetHy: 04 November 2016 - 08:29 AM

3

#2231

I just noticed that the Firefly actually does use the crouching state - and fires standard Trooper Firelasers when it does so.
4

User is offline   Jolteon 

#2232

Confirmed:
Attached Image: Immortal Battlelord.png
I used the updated GAME.con and made a map with a Battlelord and a Firefly. I hurted the Battlelord a bit then let the Firefly hurt him some more to finish him off, and when that happened he became immortal. Oh Gearbox, You like to screw things up don't you. ;)

 Doom64hunter, on 04 November 2016 - 10:22 AM, said:

I just noticed that the Firefly actually does use the crouching state - and fires standard Trooper Firelasers when it does so.


This had happened to me a few times actually, it's a rare occurrence. I've made a post on this a while back.

 Jolteon, on 13 October 2016 - 05:24 PM, said:


firefly.png

It seems as though Fireflies can duck, but it was a rare occurrence though. I'm not sure but I think I saw them firing the normal lasers while ducking like lizard troopers though instead of a flamethrower (It did looked like it though, but it was hard to tell since the lizard troopers were around).

5

User is offline   Hank 

#2233

a shot from my fav map of World Tour
Posted Image
Why post it? Just because.
6

User is offline   Steve 64 

#2234

is that a problem mini shrinking super fast?
0

User is offline   MetHy 

#2235

Someone's uploading Duke It Out in DC on the workshop.
2

User is offline   NightFright 

  • The Truth is in here

#2236

Oh God, please no...
1

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