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Reputation: 546 My posts turn threads into gold
Group:
Members
Active Posts:
373 (0.13 per day)
Most Active In:
EDuke32 & EDuke32 modifications (109 posts)
Joined:
11-July 09
Profile Views:
8,191
Last Active:
User is offline Today, 01:31 PM
Currently:
Offline

My Information

Age:
27 years old
Birthday:
October 21, 1989
Gender:
Male Male
Location:
finland

Contact Information

E-mail:
Private
Skype:
Skype  max.ylitalo

Posts I've Made

  1. In Topic: Shadow Warrior betas released!

    22 May 2017 - 06:51 AM

    Try dosbox LFN http://www.columbia....x-vdos-lfn.html

    Some builds tend to be really unstable without it or wont start, like the one that has crashfix.bat
  2. In Topic: Shadow Warrior betas released!

    22 May 2017 - 02:35 AM

    The 1995 build with actors.map experimented with the same procedurally generated water as duke did.
    Pattern is similar to Lameduke one, but the function for ripple positions is less random.

    I highly recommend playing around with the Feb95 build instead of Jan95, seems way more stable.

    Also the HUD reminds me of kenbuild.
  3. In Topic: Duke Nukem

    21 May 2017 - 02:33 PM

    Good luck and thanks for doing this, to all involved ! :)
  4. In Topic: Shadow Warrior betas released!

    20 May 2017 - 03:18 PM

    Real HW works pretty well in general but if you get an actual crashdump FROM the game (inside dosbox) then it's usually the game that you have to blame.
    If dosbox freezes, chances are that the emulation failed.
    I think the newer build refused to boot with SB pro and needed 8bit DMA instead of 16bit. Selecting 1.0 for SFX will do.

    With dosbox, I tend to use 486_slow, fixed 90k ~ 150k ~200k cycles depending on years and et_4000 (but using s3 optimized or buffered if et4000 from setup flickers).
  5. In Topic: The Supreme Topic of Miscellaneous Knowledge

    20 May 2017 - 03:22 AM

    It actually should be doable in retail as well, quake effect just works a tiny bit differently since it triggers less hardcoded stuff (sound/shake)
    Quake is one of the few "wallpoint mover" effects along with curtain/bridge that exist in Duke.

    Mostly was curious about it's application in this map since that building ripping apart is something I haven't really seen in maps.

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