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Duke Nukem 3D: 20th Anniversary World Tour

#2191

...wow, I'm legitimately impressed. Props to them for that patch
1

User is offline   Micky C 

  • Honored Donor

#2192

View PostAdrenalinDragon, on 01 November 2016 - 04:15 PM, said:

So Gearbox does read the Duke4.net forums! ;)


It's a long thread so I'm not sure they bother reading it. However, keep in mind that Gearbox is in moderately constant communication with TX, so he probably suggested many of these improvements directly.
1

User is offline   Sledgehammer 

  • Once you start doubting, there's no end to it

#2193

TX said several times in this very thread that he collected information about bugs and such stuff and shared it with Gearbox. Actually, I believe they asked him to handle this as far as I remember (too lazy to read the whole thread to find the post).

View PostLunick, on 01 November 2016 - 03:50 PM, said:

Also curious to see when consoles will be getting some of these updates, the article only mentions PC.

View PostAP Dukefan94, on 01 November 2016 - 05:46 PM, said:

Well hopefully they'll get the console ports the same updates soon. Well for me I have a long wait any way.

It's all depends from MS and Sony since it's them who decide unlike Steam (it can take a week and more). Good thing they issued the patch immediately for PC, guess they learned their mistake from game release fuck up.
0

User is offline   Hank 

#2194

View PostMicky C, on 02 November 2016 - 03:25 AM, said:

It's a long thread so I'm not sure they bother reading it. However, keep in mind that Gearbox is in moderately constant communication with TX, so he probably suggested many of these improvements directly.

I wonder if TX did some of the fixing himself. Posted Image
I'll have to wait until this weekend to test the patch. Hopefully those were tested and work.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#2195

I might pick this up come next paycheck now.
1

User is offline   TerminX 

  • el fundador

  #2196

View PostHank, on 02 November 2016 - 09:45 AM, said:

I wonder if TX did some of the fixing himself. Posted Image
I'll have to wait until this weekend to test the patch. Hopefully those were tested and work.

Nope, the extent of my work toward getting this stuff patched was collecting the best bug reports available from both the forum and other sources, and sending them along to the people at Gearbox most directly responsible for the product.

I'm surprised to see the widescreen changed from vert- to hor+. You can probably thank whoever made that comparison shot showing the differences between EDuke32, Megaton, and WT for that--an image is worth a thousand words and I definitely made sure they got that image!
12

#2197

Looks like the patch is downloadable now.

Thank god for Hor+. Really makes a world of difference (not really, but I appreciate it). I think it was Marphy Black and a few others who made that image.
1

User is offline   Hendricks266 

  • Weaponized Autism

  #2198

GRABBAG.MID in the GRP is fixed.
4

#2199

Hopefully MS and Sony consider getting the patches for their consoles. Kudos to TX and everyone else on bug huntin'.
0

User is offline   Jolteon 

#2200

After checking the update, I've noticed the modified game.con that I had was replace with the updated one, This also includes the EPISODE5BOSS.con as well. ;) (At least I've made back ups.)
0

User is offline   MetHy 

#2201

So, more was changed than what was in the list?

I haven't checked everything yet but this looks like a great update btw as all the main complains got fixed.

For Prima Arena they simply deleted the enemies in the cut rooms, but left the cut rooms there. So the uncut version is still worth something, perhaps more, as it has the original enemy placement which the cut version now lacks (for a good reason).

This post has been edited by MetHy: 02 November 2016 - 02:00 PM

0

#2202

View PostTheZombieKiller, on 02 November 2016 - 12:59 AM, said:

...wow, I'm legitimately impressed. Props to them for that patch


I'm not impressed... because I expected this to happen sooner or later. The fact that they actually listen to TerminX was proof enough for me.
2

User is offline   Micky C 

  • Honored Donor

#2203

View PostMetHy, on 02 November 2016 - 01:58 PM, said:

all the main complains got fixed.


What about the boss? Are they seriously not going to do anything about it? Do they really think it's not a problem?

The fix is so easy though! Either make the Cycloid move closer to the player, or even give him a special super long range flamethrower instead.
0

#2204

The boss would be more forgivable if more effort went into making him not a shitty Cycloid recolor.
0

User is offline   HMNuke93 

#2205

View PostPikaCommando, on 02 November 2016 - 03:03 PM, said:

The boss would be more forgivable if more effort went into making him not a shitty Cycloid recolor.


Posted Image

Replacing only the head makes already a big difference. I don't know why they didn't use just a bit of imagination.
10

#2206

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?

This post has been edited by AP Dukefan94: 02 November 2016 - 03:41 PM

0

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

0

#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.
0

#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.
0

User is offline   Daedolon 

  • Ancient Blood God

#2215

Disabling autoaim is an EDuke32 only feature.
0

#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.
0

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.
0

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

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