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Reputation: 228 My posts turn threads into gold
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Duke Nukem General (86 posts)
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User is offline Feb 17 2019 01:50 PM
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  1. In Topic: Alien Armageddon [RELEASE]

    17 February 2019 - 11:13 AM

    View PostTrooper Dan, on 17 February 2019 - 03:20 AM, said:

    Not fixed yet. This requires some consideration. I want the crack to be destroyed by the blast radius of the rocket even if there is no clean line of sight to it. I really want to avoid softlocks. So, I don't want the turret to just sit there next to the crack and not fire because it doesn't think it can hit the crack.


    Wouldn't a simpler solution be to just allow manual detonation of the turret? If I remember correctly, they explode anyways upon destruction?
  2. In Topic: Alien Armageddon [RELEASE]

    17 February 2019 - 02:03 AM

    View PostTrooper Dan, on 16 February 2019 - 07:59 PM, said:

    I'm not sure if you mean everything that is new compared with vanilla, or just the things new to 2.0 of AA. I never bothered documenting that stuff, because it seems like no one want to read anything. Here's a list of enemies that are unique to AA:

    *List of enemies and weapons*



    I think you forgot the secret chainsaw (which also got a sprite change for Duke).

    Anyways, I played around a bit and found some bugs:
    • If you have the pickup order set to "equip if new" then when you pick up a Railgun for the first time, the game will lower your current weapon and bring it right back up again, and not switch to the Railgun.
    • I've been getting some issues with the kill counter on classic episode maps. I think the randomly replaced enemies increase the killcounter erroneously, such that you end up with lots of supposedly missed enemies.
    • Pressing altfire with the Alien Laser out reloads your pistol in the background (both Bombshell's and Duke's). You can still hear the sound of it happening.
    • Fire sources no longer hurt the player. (either spawned or static)
    • Bombshell uses 2 ammo for each Railgun shot, while Duke only uses 1. This is probably an unintended side-effect of the grenade launcher taking 2 ammo each shot.
    • When restarting a map after dying, the health of your partner is not reset to 100.
    • There's a typo in the intro screen to the first episode. The aliens in Duke Nukem 2 are called "Rigelatins" not "Rigletons" (see attachment)
    • The Rolly Turrets are coded to shoot nearby cracks in walls (and other objects that can be exploded) with rockets. It turns out that they do not check for a line of sight when doing this.
      To test this, go to E1L2 and drop a Rolly Turret outside the door to the bathroom. It will attempt to shoot the wall crack on the other end of the corridor.

    Some feedback:
    • Sniper aliens are definitely much fairer to fight now and less deadly.
    • I find the fact that the crosshair is bobbing together with the weapon really disorienting, and it actually makes it much harder for me to aim. I think it makes sense with a laser dot, since that is physically attached to the gun, but in gameplay terms it's a nuisance.
    • How useful is the iron sight on Bombshell's M4 really? It's positioned strangely on the HUD and doesn't really aid aiming much. Does it have some hidden benefit (like the Railgun) that I do not know about?


    Haven't really touched the DC and Caribbean episodes much yet actually, just testing for edge cases and issues right now :P
  3. In Topic: [RELEASE] NBlood - Blood port based on EDuke32

    16 February 2019 - 11:58 AM

    View Postthricecursed, on 16 February 2019 - 08:49 AM, said:

    Couldn't get multiplayer working, tried everything. Friend can't join my server and I can't join his.


    Make sure the port is being forwarded properly on the host's end.
    It worked fine for me and a friend, and we only got a single random desync in 3 hours of gameplay.
  4. In Topic: [RELEASE] NBlood - Blood port based on EDuke32

    16 February 2019 - 08:44 AM

    View PostMetHy, on 16 February 2019 - 07:25 AM, said:

    Why? Trading HP for ammo is a game mechanic. It's up to the player to see if it's worth it to trade some HP; and in some cases when used as a turret, it definitely is worth it.


    I'm not sure you understand what I'm saying.
    Right now it's not possible to select the Life Leech by cycling through the weapons using the "Next Weapon" and "Previous Weapon" keys if it is out of soul ammo. This is standard eduke32 behavior as in Duke 3D there's never a case where you can use a weapon without ammo.
    But since in Blood you can use the Life Leech indefinitely by sacrificing your own HP, it's probably desirable to have the weapon show up in this rotation at all times, as long as you picked it up.
  5. In Topic: [RELEASE] NBlood - Blood port based on EDuke32

    16 February 2019 - 07:10 AM

    It seems that the "Next Weapon" and "Previous Weapon" keys skip the Life Leech if it is out of trapped soul ammo, even though it can use your HP.

    I suggest including it in the rotation at all times.

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