Duke Nukem 3D: 20th Anniversary World Tour
#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)...
(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.
#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.
#2237 Posted 06 November 2016 - 09:33 AM
Here is a sample when a poor looking texture and its Normal map is run with another renderer. I used Blender, with one light.
Looks to me the textures, at 128*128, is not that bad?
#2238 Posted 06 November 2016 - 10:10 AM
Can you post the tiles and I'll try them out in something else?
#2239 Posted 06 November 2016 - 10:48 AM
Below are the tiles, extracted via DukeRes
021-005.bmp (17.05K)
Number of downloads: 28
5381_n.bmp (48.05K)
Number of downloads: 26
All I'm saying, the texture looks much better when the normals are applied.
This post has been edited by Hank: 06 November 2016 - 10:52 AM
#2240 Posted 06 November 2016 - 01:04 PM
Here they are in Marmoset Toolbag.
I wasn't a big fan of using normal maps with 128 pixel images when it was tried with Polymer, and this hasn't changed my mind. It's difficult to see the effect without any specular content on the maps.
Here is the map with heightened specular on the right so you can see the maps more clearly.
Here is what it looks like with just the normal map. The low res dosen't do it any favours.
Oh, note to Hendricks and those constructing a way of playing WT in EDuke, bear in mind that the normal maps for World Tour have been swizzled to -y. So to make them work with Polymer, you'll need to invert the green channel of the normal map.
Finally, here is the texture with and without the normal map. I've amped the spec qualities of the left one with the normal map so you can see it a bit more clearly.
This post has been edited by Tea Monster: 06 November 2016 - 01:08 PM
#2241 Posted 06 November 2016 - 01:25 PM
Tea Monster, on 06 November 2016 - 01:04 PM, said:
Ah, thanks for letting me know.
#2242 Posted 06 November 2016 - 01:31 PM
I can imagine that having two sets of identically named sprites that aren't easily identifiable is going to be a huge pain in the arse.
#2243 Posted 06 November 2016 - 05:53 PM
Tea Monster, on 06 November 2016 - 01:04 PM, said:
Here they are in Marmoset Toolbag.
I wasn't a big fan of using normal maps with 128 pixel images when it was tried with Polymer, and this hasn't changed my mind. It's difficult to see the effect without any specular content on the maps.
You're welcome, and thanks for the more detailed break down.
Yes, 128 px is very low, I can't help but wondering, looking at your samples, if the textures had the same fate as the sounds.
This post has been edited by Hank: 06 November 2016 - 05:53 PM
#2244 Posted 15 November 2016 - 12:08 AM
Jimmy Gnosis, on 15 November 2016 - 12:06 AM, said:
#2245 Posted 15 November 2016 - 10:29 AM
#2246 Posted 15 November 2016 - 11:38 AM
Never Forgotten, on 15 November 2016 - 10:29 AM, said:
Yes.
Alternatively, it might be great. to merge them into the game completely, so that all the levels from Nuclear Winter, Carribean Carnage, DukeItOut in DC, Duke!Zone 2 and DukeXtreme would be accesssible from the same menue within the game, but also all enemies and weapons from those add-ons should be active paralelly at the same time, so that users could make levels with enemies from for example nuclear winter, carribean carnage and duke xtreme at the same time in them.
Greetings
Funduke
This post has been edited by funduke: 15 November 2016 - 11:42 AM
#2247 Posted 15 November 2016 - 04:36 PM
And as Tour de Nukem got mentioned, anyone noticed the Sewer/Sweeney references in it? For example, that small red rotating "door" locked by yellow keycard is the same as the ones in the two unreleased levels. Also the sewage area has a similar explosion than the ones in Sewer. I think Levelord might thought that level is somewhat of a rehash of Sewer, one of his best maps ever (well, if it was properly finished, and bugfixed). I still hope for a new updated version of that map in the future though, since it's not part of the official episodes.
This post has been edited by Nancsi: 15 November 2016 - 04:39 PM
#2248 Posted 15 November 2016 - 04:45 PM
Never Forgotten, on 15 November 2016 - 10:29 AM, said:
As a free update sure, but I don't see a situation where they try to charge for it where they don't get even more shade thrown at them. People were already taken aback by there being yet another Duke 3D re-release, much or less this one costing 20 bucks.
#2249 Posted 15 November 2016 - 08:35 PM
Nancsi, on 15 November 2016 - 04:36 PM, said:
Looks like a shit Doom mod recolour to me.
#2250 Posted 15 November 2016 - 11:41 PM
Jimmy Gnosis, on 15 November 2016 - 08:35 PM, said:
We have different tastes then. Recolour or not, it fits the original art style pretty well, while that Carribean Shotgun would look awful and get massive criticism if it was used in a commercial product. The same goes for that awkward Cycloid I've seen couple of pages ago.