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Reputation: 1087 My posts turn threads into gold
Active Posts:
2,312 (1.09 per day)
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General Discussion (611 posts)
04-July 11
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User is offline Today, 04:15 AM

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  1. In Topic: Open 90s Deathmatch

    20 April 2017 - 03:20 PM

    Change Log:
    *added special power up pick up announcements
    *added sound when shooting with triple damage power up
    *added blue screen tinting during triple damage
    *fixed a regeneration power up bug
    *fixed a bug where invisibility stayed on if died while invisible
    *fixed HUD overlap of trip_dmg/regen
    *replaced deprecated CON codes <EVENT_> with EVENT_
      **o9d.grp now loads with current versions of eduke32
         ***no bots, client server multiplayer is not working
    *fixed screen color tint damage indicator
    *resized flak cannon %80 original size
    *added bouncing shrapnel projectiles for flak cannon
    *fixed teleport bug in twisted.map, made destination se lotag 23
    *added elevator and door sounds to WAR1.map

    It's slowly being game tested, the netcode is sensitive (too be kind) and simple con changes do the oddest things in multiplayer.
  2. In Topic: MultiePlayer games

    20 April 2017 - 03:07 PM


  3. In Topic: Open 90s Deathmatch

    12 April 2017 - 05:24 PM

    1. Fixed, just now.
    2. I know I tried bouncing projectiles at one point and kept killing myself with the damn thing, I will work on it again. And I agree the gun is too big for the screen.
    3&4.will do,

    Thank you for the suggestions.
  4. In Topic: Open 90s Deathmatch

    12 April 2017 - 02:40 PM

    You can try setting the deadzone, or smooth mouse movement.
  5. In Topic: Open 90s Deathmatch

    11 April 2017 - 02:45 PM

    icecoldduke said:

    Back when you were working on PolymerNG a bunch of us here had a civil discussion about the renderers need to handle sector over sector.
    That discussion was the inspiration for this map.


    Posted Image

    It's three areas, outside, inside, and downstairs, all are sector over sector with a bonus twist of a pit in the center at the bottom that teleports outside to a bridge with the quad damage on it.


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