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Reputation: 477 My posts turn threads into gold
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1,091 (0.38 per day)
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General Gaming (418 posts)
28-April 10
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User is offline Yesterday, 08:33 AM

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  1. In Topic: Ion Maiden

    Yesterday, 08:33 AM

    I'm consistently getting a hall of mirrors effect when in places close to the ceiling (e.g. when standing on top of tall crate stacks) and looking upwards:
    Attached File  capt0002.png (89.5K)
    Number of downloads: 29
  2. In Topic: Ion Maiden

    Yesterday, 04:17 AM

    Got around to playing again, this time on hard difficulty. Indeed gameplay becomes much more fluid, and there's use for all weapons, although I found the shotgun to be much hit-and-miss (sometimes you score a hit in a single shot, but sometimes the same enemy doesn't go down after three when you reload the save game and try again; but that's in the version before the update, haven't tried the updated one yet). I haven't noticed the ammo to be scarce though, it seems quite plentiful.

    Secrets are fun to looks for and find. Some jumping sections require quite a bit of savegame reloading though, it's all too easy to miscalculate your jump and fall off those steel beams. I haven't figured out if the secret area message could be set to appear at the centre of the screen instead of in the same place as pickup messages (a la certain Doom ports).

    Do the enemies respawn on hard? If yes then it's done very nicely, without overwhelming the player.
  3. In Topic: Blood corner

    Yesterday, 03:35 AM

    I'm going to go a little bit off-topic here, but how does generally a source code release come about? I have read that it's John Carmack's personal philosophy to share the code, which has turned out to be indeed a very wise and successful strategy as proven by Doom, Quake and other id Software's titles.

    However I have absolutely no idea of who, how and when decided to release the source of Duke3D, Rise of the Triad or Shadow Warrior for example. I suppose that there must be some kind of motivation for the owner to do so. Perhaps the current Blood IP owners think that since the game is playable in DOSBox there is no need for a source port? (More likely, no one in charge cares at all, but that's another story.)

    I guess that from the community standpoint, it probably doesn't matter who owns the IP as long as the source code is made available. Perhaps it could work to approach someone in WB who could possibly care and attempt to negotiate a source code release, as opposed to buying out the IP itself?
  4. In Topic: Ion Maiden

    10 March 2018 - 03:00 AM

    I haven't had the time to check out the game on hard difficulty. However I had a thought, what if, in the street area at the GDF HQ, instead of climbing the ladder and sniping the bad guys with the revolver, I would take cover behind cars and slowly approach the turret at the entrance, like in those old cop movies with street fights among impromptu barricades made of cars? (e.g. Predator 2)

    And this made me think, will the be NPC allies in the game, a la NAM etc.?
  5. In Topic: Build 2 Released by Ken Silverman

    10 March 2018 - 02:49 AM

    View PostDavoX, on 08 March 2018 - 01:10 PM, said:

    Video uploaded showing the stuff possible.


    Hmm, a caption at around 1:56 says "In 1994, Apogee pushed Ken to write a successor to the Build engine to compete with id Software's Quake", but wasn't the Quake engine developer later? Wikipedia says its development was from 1995.

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