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Alien Armageddon [RELEASE] "showcasing sebabdukeboss20 characters with some enhancements"
#961 Posted 15 March 2019 - 08:13 PM
#962 Posted 15 March 2019 - 08:25 PM
This post has been edited by Katrix Kytarix: 15 March 2019 - 08:26 PM
#965 Posted 15 March 2019 - 09:05 PM
#966 Posted 15 March 2019 - 09:11 PM
#967 Posted 15 March 2019 - 10:53 PM
Mike Norvak, on 15 March 2019 - 09:05 PM, said:
reminds me of that door in Fallout 3 on the radar tower which opens up to reveal a solid concrete wall and 'Fuck You' spray-painted all over it. Kind of a dick move but it made me laugh
![:)](https://forums.duke4.net/public/style_emoticons/default/laugh.gif)
#968 Posted 16 March 2019 - 12:25 AM
It was probably a good call to scrap that.
![:)](https://forums.duke4.net/public/style_emoticons/default/biggrin.gif)
#969 Posted 16 March 2019 - 07:11 AM
![:)](https://forums.duke4.net/public/style_emoticons/default/dry.gif)
This post has been edited by johnnythewolf: 16 March 2019 - 07:12 AM
#970 Posted 16 March 2019 - 07:58 AM
I cannot check using noclip as it causes the game to crash.
This post has been edited by johnnythewolf: 16 March 2019 - 07:58 AM
#971 Posted 16 March 2019 - 08:01 AM
johnnythewolf, on 16 March 2019 - 07:58 AM, said:
I cannot check using noclip as it causes the game to crash.
https://forums.duke4...e/page__st__900
#972 Posted 16 March 2019 - 08:56 AM
This post has been edited by johnnythewolf: 16 March 2019 - 10:01 AM
#973 Posted 16 March 2019 - 10:33 AM
johnnythewolf, on 16 March 2019 - 08:56 AM, said:
if you're looking for secrets in the vanilla episodes, Caribbean, & DC - they're probably listed at the duke3d wiki
https://dukenukem.fa...i/Duke_Nukem_3D
#974 Posted 16 March 2019 - 10:46 AM
#975 Posted 16 March 2019 - 10:50 AM
johnnythewolf, on 16 March 2019 - 10:46 AM, said:
Ah,
It might help if you gave a brief description of the ones you have found in Red 2
as for area 59 -
This post has been edited by Forge: 16 March 2019 - 10:55 AM
#976 Posted 16 March 2019 - 11:16 AM
This post has been edited by johnnythewolf: 16 March 2019 - 11:18 AM
#977 Posted 16 March 2019 - 11:27 AM
I asked for a list of the ones you did find so I could help you locate the missing one.
This post has been edited by Forge: 16 March 2019 - 11:32 AM
#979 Posted 16 March 2019 - 11:46 AM
This post has been edited by johnnythewolf: 16 March 2019 - 11:47 AM
#980 Posted 16 March 2019 - 12:21 PM
johnnythewolf, on 16 March 2019 - 11:46 AM, said:
That's weird.
@ Forge and sebabdukeboss20: Did someone put NAV sprites in that area? The bot following navigation sprites is the one scenario in which I can see how it could have activated a locked sector.
#981 Posted 16 March 2019 - 12:33 PM
One issue with the final cutscene, though: the first screen's text gets almost completely cut off and as such, I could only read the last line. Also, is there supposed to be any music playing during it? The whole thing was entirely silent.
This post has been edited by johnnythewolf: 16 March 2019 - 12:34 PM
#982 Posted 16 March 2019 - 12:39 PM
Trooper Dan, on 16 March 2019 - 12:21 PM, said:
@ Forge and sebabdukeboss20: Did someone put NAV sprites in that area? The bot following navigation sprites is the one scenario in which I can see how it could have activated a locked sector.
no.
i just looked and there are no nav sprites in that map.
it was probably a fluke.
This post has been edited by Forge: 16 March 2019 - 12:43 PM
#983 Posted 16 March 2019 - 12:43 PM
Forge, on 16 March 2019 - 12:39 PM, said:
i just looked and there are no nav sprites in that map
Cool, then the bot was officially in crazy town -- afaik it would only have been using the "operate" command which vanilla monsters use and doesn't activate locked sectors to my knowledge.
#984 Posted 16 March 2019 - 12:47 PM
Forge, on 16 March 2019 - 12:39 PM, said:
i just looked and there are no nav sprites in that map.
it was probably a fluke.
#985 Posted 16 March 2019 - 12:58 PM
Marya, on 16 March 2019 - 12:47 PM, said:
Bugs are not awesome, and yes I did the coding. It's very difficult to eliminate these sorts of issues, when it's something that gets reported once and has never been seen by anyone developing the mod.
#986 Posted 16 March 2019 - 01:21 PM
#987 Posted 16 March 2019 - 01:44 PM
Forge, on 16 March 2019 - 01:21 PM, said:
what I had the bot use the elevator while player was still in the elevator and bot catch-up to player they hit the use key to move the elevator when get in it?!?!
#988 Posted 16 March 2019 - 01:51 PM
#989 Posted 16 March 2019 - 01:57 PM
johnnythewolf, on 16 March 2019 - 11:46 AM, said:
I can verify this, I had it happen at least twice. I don't remember the exact version numbers but at least once was before the DC/Life's a Beach update dropped. Each time it happened, I just reloaded a save and the elevator didn't descend on its own.
#990 Posted 16 March 2019 - 02:12 PM
johnnythewolf, on 16 March 2019 - 01:51 PM, said:
Yes, that is the intended way to do that part. It's a puzzle.