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Reputation: 474 My posts turn threads into gold
Group:
Members
Active Posts:
1,316 (0.47 per day)
Most Active In:
Duke Nukem 3D maps & level editing (608 posts)
Joined:
21-July 11
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20,576
Last Active:
User is offline Today, 10:21 AM
Currently:
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My Information

Age:
37 years old
Birthday:
March 4, 1981
Gender:
Male Male

Contact Information

E-mail:
Private

Posts I've Made

  1. In Topic: EDuke32-OldMP

    19 February 2019 - 08:07 PM

    View PostStriker, on 19 February 2019 - 07:57 PM, said:

    EDuke32-OldMP Release 29 is out. I recommend updating, because this one fixes a critical bug that was causing frequent desynchs on map change. Sorry to make people re-download this thing so often, I don't often get much of a chance to test things before releasing.

    https://gitlab.com/m...ldmp_release_29



    Doing a great job! Keep up the good work! =)
  2. In Topic: EDuke32-OldMP

    19 February 2019 - 07:07 AM

    View PostStriker, on 12 January 2019 - 11:59 AM, said:

    Both. If there's ever a loading pause due to a new model or high res texture popping in, it'll cause a hitch which will affect everyone, and also increase the player pawn and shot trail-behind for the rest of the duration of the map. (Though it'll recover partially over time)

    This is due to the game needing to stay in lockstep to keep synchronization.


    While true for resurrecting the old multiplayer functionality, it should have no bearing on EDuke32 when they actually implement the new version of multiplayer. I'm pretty sure the final release will resolve these sync concerns. Regardless of the Tileart used, it should make absolutely no difference between players. As long as everyone is running the same map version, it's not like the TileArt names change when using the HRP. They replace the exact same default tiles and the art should only be accessed locally and not streamed to other players. The network shouldn't know the difference whether HRP is being used on nodes or not, except for the computers running HRP.
  3. In Topic: [RELEASE] Alien Abductee

    16 February 2019 - 03:58 AM

    I've uploaded the map here: http://www.dukemaps.net/?p=12985
  4. In Topic: [RELEASE] Alien Abductee

    13 February 2019 - 10:14 PM

    Okay, so I finished the map tonight! The first time playing up to the Red key card I was a bit unsure of how the map was to play out as I kept getting distracted by worldly things =). However, a second play through to completion and WOW! I recognized the objective right away. Reminded me of Left For Dead Finale man I loved this map! Once again using some pretty advanced build techniques to pull off an amazing game play experience. There is nothing not to like about this map it was adrenaline filled the entire way through. Thanks for sharing this map and I'll upload it to my site as soon as I have the chance. This is a excellent show of creativity! As far as any bugs are concerned, I didn't find any. At first I thought I did but it was only because I didn't understand the level is intended for forward progression not back pedaling like sissy =)
  5. In Topic: [RELEASE] Alien Abductee

    13 February 2019 - 05:38 PM

    I haven't finished the map yet. I did come across some strange problems but I've been holding off until I finish the map. Made it as far as red key lock room with canisters when I was called away.

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