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Reputation: 215 My posts turn threads into gold
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257 (0.1 per day)
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Duke Nukem General (86 posts)
30-December 11
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User is offline Sep 20 2018 10:34 AM

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  1. In Topic: Doom corner

    05 September 2018 - 08:16 AM

    View PostMark., on 04 September 2018 - 03:01 PM, said:

    Someone else de-making a TC I put so much effort into would piss me off big time. Maybe its a good thing I'm not in that community. Having someone create a better map than mine with the TC would be fine but not destructing my hard work.

    Pretty sure these were made with permission of the authors so it's not like it was a hostile act.

    Doom Slayer Chronicles has only a few maps and I think it was made with Brutal Doom in mind.
  2. In Topic: Doom corner

    04 September 2018 - 08:49 AM

    View PostMark., on 04 September 2018 - 05:53 AM, said:

    I don't follow the Doom community enough to know if its a trend or if its mostly been this way for a long time. I watched yet another video of a very cool looking Doom mod with fancy new graphics and dynamic lighting. It happened to be Slayer Chronicles this time. Fantastic creepy atmosphere, great 3D looking textures with their normal and spec maps.

    Then wham. The same tired and blocky 20 year old sprite monsters and sounds appear. ( facepalm ) <_<

    In all these years has the community at least come up with acceptable looking higher res sprites. I know model aversion is alive and well there but c'mon, demand a little sprite update at least.

    The mod is supposed to be compatible with other gameplay mods, that's the reason why the monsters and weapons are all vanilla.

    The greater issue lies with its gameplay. Reviews on Doomworld from long-time members aren't all that approving.
  3. In Topic: Alien Armageddon [RELEASE]

    31 August 2018 - 07:46 AM

    Also, I'm happy (and also slightly confused) to report that the buzzsaw carrying over worked this time around without even needing the additional pickup.

    I have no clue what the cause could be. Maybe it's something to do with how many times you save and load, since this time I played through it in one go without loading once.
  4. In Topic: Alien Armageddon [RELEASE]

    31 August 2018 - 06:38 AM

    Alright so I've player parts of the new patch and found more bugs. First, some regular problems:

    • The Battlelord always shoots his chaingun towards your real position, even when he's distracted with a Holoduke. This results in very confusing situations where he appears to be looking away, but is still hitting you nonetheless.
    • Duke's RPG gains freezing properties once you switch the mode of Bombshell's RPG. However, the freezing only works on yourself.
    • Your partner's health is not reset to 100 if you restart the level after dying.
    • This is probably a limitation of Duke 3D, but if you character swap while the other character is outside the water, the screen retains the blue tint.
    • For some reason the maximum pipebomb ammo count is 48 instead of 50. Not sure if this intentional.

    Then there are several issues stemming from the fact that the maximum and current ammo count is multiplied or divided when switching characters:
  5. In Topic: Alien Armageddon [RELEASE]

    29 August 2018 - 11:18 PM

    View PostTrooper Dan, on 29 August 2018 - 08:01 PM, said:

    Is that different from other pillars left behind by other actors? I think I was just using the default pillar actor to leave behind, which happens to be indestructible. But maybe I'm missing something.

    See attachment, I'm talking about these corpses:

    Attached File  duke0027.png (297.17K)
    Number of downloads: 134

    View PostTrooper Dan, on 29 August 2018 - 08:01 PM, said:

    You must have been afk for a while to notice that, it takes quite a while for the rounding errors on the sine function to accumulate to that point ;) In any case, I am reducing the amount of error so it will take much longer now.

    I was screwing around with the babifier and the eggs in the room above :P
    I play games very strangely, usually taking way more time than anyone else. But in doing so I usually find tons of exploits and glitches.

    View PostTrooper Dan, on 29 August 2018 - 08:20 PM, said:

    And that's the other thing that's baffling: it doesn't happen consistently. Well, the code I just wrote very explicitly forces the chainsaw onto the returning player, so I don't see how it can fail now.

    I have a suspicion that "loadmapstate" inteferes with whatever code controls the character swapping. What I consistently experience is that, upon returning, Duke has his normal mighty boot, and Bombshell has the chainsaw sprite that acts like a mighty boot.

    View PostTrooper Dan, on 29 August 2018 - 08:01 PM, said:

    I'm not sure how you did that but I just added an extra button press to advance the first screen so hopefully that's not an issue in the future.

    All I did was hold the w key. Maybe I also jumped at the same time, not sure.

    View PostTrooper Dan, on 29 August 2018 - 08:01 PM, said:

    There's a credit screen in the main menu which credits the big contributors. What we haven't done yet, to our shame, is also have a separate credit file that lists every single person and what they did. EDIT: to clarify, the people not listed on the credits did not actually work on the project as such, but they did make stuff that we used (mostly in the community stockpile)

    uh, not sure how I missed that yesterday, was probably too sleepy by playing at 2:00am in the morning. A credits file would be nice though, and also some mentions on ModDB.


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