Duke4.net Forums: Ninety-Six - Viewing Profile - Duke4.net Forums

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

Reputation: 49 I have a solid reputation
Active Posts:
248 (0.08 per day)
Most Active In:
General Gaming (91 posts)
30-June 10
Profile Views:
Last Active:
User is offline Oct 21 2018 09:41 PM

My Information

Age Unknown
November 20
Male Male

Contact Information


Latest Visitors

Topics I've Started

  1. Any good gore mods?

    11 August 2018 - 02:56 AM

    I was inspired to make this topic after playing the wonderful Smooth Doom a while back. Ironically my favorite features of that mod have nothing to do with the name advertises, but some of the extras. Mainly, as the title of the thread would imply, the additional gore settings. More specifically the fact that it's all software-rendered.

    It made me think back to some of the fancy gore effects I'd seen from this community. The giant bloodstains from WGR2, the extra giblets from Nuclear Showdown...hell, even X-Treme kinda got in on the action. The only "issue" (insofar as the term can be applied) is that those gore effects are all a.) separated and b.) inseparable from their gameplay mods. I'm wondering if there isn't something that sorta combines everything and is widely compatible, for at least most of the expansions, but without changing the gameplay much. Preferrably software-rendered, as well.

    I confess I am a bit of a gorehound, and the idea of software-rendered gore is kind of a holy grail to me. Maybe I'm asking a bit much for it to be compatible with most of the expansions, but I figure there is no harm in at least asking. I like it when things bleed excessively, what can I say.

    Don't look at me like that.
  2. The story of Blood

    23 July 2018 - 05:39 PM

    So something I've always been confused about is where exactly this game came from. Research I've done on my own has just kinda left me with more questions than answers. So I'd figured I'd ask around here to see if anyone can fully set the record straight.

    Where was the idea for Blood conceptualized? What is Q Studios? What's their relation to 3DRealms? What does "funded by" mean, especially if they were supposed to be independent? Why did 3DR have the rights to sell the IP? If it was being developed by someone else, why was it necessary for 3DR to sell the rights? What happened to Q Studios and the actual Blood development team when it went to Monolith? How complete was the game when it was sold? What did Monolith actually do? Why is the game in copyright limbo? What's the difference between publishing rights and IP ownership?

    I don't expect all of these questions to be answered, but if anyone knows any detail about what exactly happened, where this game came from and where it went, I'd be really interested to know.

    Don't be surprised if I have more questions. This has confused me for years despite it being relatively unimportant.
  3. The music of WGR2

    07 May 2018 - 06:46 AM

    Sorry for resurrecting a dead board, but I've been wondering ever since I first played this game. Where does all the music come from for each level/section? Some I can place, like Dark Halls, others I couldn't even guess as to their origin.

    I've looked through all the files but I never saw a music credits listing. Now, I could be a blind idiot and have just missed it, and if I am please direct me, but if not I've been wondering for a long time. I know only a handful of the MIDIs have metadata.
  4. Is there a way to use CONs to fix minor issues?

    19 April 2018 - 09:30 PM

    So this is sort of a difficult question to ask, though more out of a lack of any sort of baseline to go off of.

    After seeing some similar fixes arise within both Nuclear Showdown and the upcoming Alien Armageddon, I'm sort of wondering how some of them were applied. Things like bumping up the Night Vision goggles visibility, making the holoduke actually work, putting a stop to the annoying trooper fakeout behavior, etc...

    I know CONs were made external to allow users to sort of personalize the game. And I've been wanting to apply some of these fixes to the vanilla game for some time (for my own personal use, not for release). Unfortunately, as much as I love this game, I know less about it on the technical side versus Doom. When I want to figure out how something was done in Doom, I crack open SLADE and take a look. I can't make heads or tails of the more advanced stuff, but I've gotten a feel for both the map editor and some basic scripting through this method.

    Meanwhile I open up a CON file that isn't USER and I instantly go cross-eyed.

    Maybe I'm wrong and these things require something more than CONs to fix. If so, I'm still interested to know how to accomplish this.



Ninety-Six has no profile comments yet. Why not say hello?

All copyrights and trademarks are property of their respective owners. Instead of reading this text, you could be playing Ion Maiden! ;) © 2018 Voidpoint, LLC

Enter your sign in name and password

Sign in options