
Duke Nukem 3D: 20th Anniversary World Tour
#2207 Posted 02 November 2016 - 04:25 PM
This post has been edited by MusicallyInspired: 02 November 2016 - 04:26 PM
#2208 Posted 02 November 2016 - 04:40 PM
AP Dukefan94, on 02 November 2016 - 03:40 PM, said:
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.
#2209 Posted 02 November 2016 - 06:17 PM
AP Dukefan94, on 02 November 2016 - 03:40 PM, said:
Caribbean was not meant to be an official fifth episode.
#2210 Posted 02 November 2016 - 10:16 PM
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
#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
#2211 Posted 03 November 2016 - 02:29 AM
> 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
#2212 Posted 03 November 2016 - 04:20 AM
#2214 Posted 03 November 2016 - 05:25 AM
MetHy, on 03 November 2016 - 04:20 AM, said:
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.
#2216 Posted 03 November 2016 - 08:17 AM
NightFright, on 03 November 2016 - 02:29 AM, said:
> 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.
#2217 Posted 03 November 2016 - 12:17 PM
Doom64hunter, on 03 November 2016 - 08:17 AM, said:
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.
#2218 Posted 03 November 2016 - 01:13 PM
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.
#2219 Posted 03 November 2016 - 07:05 PM
PikaCommando, on 30 October 2016 - 10:53 AM, said:
Blue armour can have palettes applied.
I, on 30 October 2016 - 04:42 PM, said:

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.
#2220 Posted 03 November 2016 - 07:53 PM
Nancsi, on 01 November 2016 - 03:56 PM, said:
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.
#2221 Posted 03 November 2016 - 08:54 PM
This post has been edited by AP Dukefan94: 03 November 2016 - 11:11 PM
#2222 Posted 03 November 2016 - 09:05 PM
Doom64hunter, on 02 November 2016 - 10:16 PM, said:
(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 } }
This post has been edited by Jolteon: 03 November 2016 - 09:16 PM
#2223 Posted 03 November 2016 - 09:10 PM
#2224 Posted 03 November 2016 - 09:20 PM
Fox, on 03 November 2016 - 09:10 PM, said:
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
#2225 Posted 04 November 2016 - 12:37 AM
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
#2226 Posted 04 November 2016 - 07:19 AM
MetHy, on 04 November 2016 - 12:37 AM, said:
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)...

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.
#2227 Posted 04 November 2016 - 07:31 AM
#2228 Posted 04 November 2016 - 07:53 AM
#2229 Posted 04 November 2016 - 07:59 AM
NightFright, on 04 November 2016 - 07:31 AM, said:
... 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.

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
#2230 Posted 04 November 2016 - 08:27 AM
NightFright, on 04 November 2016 - 07:31 AM, said:
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
#2231 Posted 04 November 2016 - 10:22 AM
#2232 Posted 04 November 2016 - 11:31 AM

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:
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).
#2233 Posted 05 November 2016 - 10:42 PM

Why post it? Just because.