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Reputation: 150 I have a solid reputation
Active Posts:
521 (0.13 per day)
Most Active In:
Everything EDuke32 (234 posts)
27-November 06
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User is online Today, 02:41 AM
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My Information

34 years old
March 26, 1983
Male Male
Cologne, Germany

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  1. In Topic: [RELEASE] EDuke32 Addon Compilation

    16 January 2018 - 11:15 AM

    Maybe I overlooked it the last time I´ve used the Addon Compilation, but are "Quest for Al-Qaeda" (http://msdn.duke4.net/revqaeda.php) and "Quest dor Hussein" (http://msdn.duke4.net/revhussein.php) still missing in this pack?

    Unfortunately the links at MSDN aren´t working anymore.
  2. In Topic: Website go back to the Top not Working

    22 December 2017 - 04:58 PM

    View PostPlayer Lin, on 16 December 2017 - 02:55 AM, said:

    Don't know about Firefox 57 yet since I still using 56.0.2 for an addon I using won't working at 57(author said lack of needed new APIs in 57 so just can't do updates...) :(

    You can still use old addons in Quantum:
  3. In Topic: I'm wondering about the future

    02 December 2017 - 09:21 AM

    If I have the time beside my job and my two children, I am still working on my Brute Force mod (https://forums.duke4...standalone-mod/). But it is a very slow development.

    At the moment I´m revising the background story (and with this maybe the title will change, too) to have a clearer way the development of the mod will go.

    But yeah, it is hard to progress, because I completly lack of coding and modelling talents. :unsure:
  4. In Topic: [NEW RELEASE] Lighthouse Island

    27 November 2017 - 12:17 PM

    View PostHendricks266, on 27 November 2017 - 10:50 AM, said:

    Does the map still crash Classic? I would like to take a look at any version(s) with which this happens.

    I hadnīt any problem playing the map in classic mode at all with an older EDuke-Version (r5258).
  5. In Topic: DukeThought

    24 November 2017 - 05:52 PM

    View PostTrooper Dan, on 04 November 2017 - 02:57 PM, said:

    Progress is still slow and painful. I try to work on it at least a little each day.

    Sprite bridges are a problem. My pathing code requires a YES or NO answer when querying whether the player can use a given wall to enter the next sector. Sprite bridges are not friendly to this requirement because the answer is "it depends". If you are trying to reach the nuke button in E1L1 (let's pretend like the jetpack doesn't exist), then you cannot do it directly from the street below, but you can do it from the very same sector if you are walking across the sprite bridge. My current strategy is to treat the bridge as a special exit, but not from the sector that the bridge is actually in. It is a special exit from the sectors on either side of the bridge. This way I avoid violating the rule.

    Excellent work, Trooper Dan.

    Just out of curiosity:
    Can this code or AI later be used for enemies in a similar way? Like enemies taking cover or hide when being shot. Or enemies looking for a way to get in the back of a player instead of running into him? Or, for example, when the player enters a builing and an alert starts, the enemies in an area nearby start to search for the player or looking where that alert is coming from?
    I donīt know if porting an AI bot code to enemies is that easy, but that would be a massive improvement to the gameplay. Especially for mods.


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